Aazell's Gameplay Testing (Various Test Maps: HL2:EP2)

Aazell's Gameplay Testing (Various Test Maps: HL2:EP2)

Re: Aazell's Gameplay Testing (Various Test Maps: HL2:EP2) Posted by Aazell on Sun Jun 19th 2011 at 9:32am
Aazell
51 posts
Posted 2011-06-19 9:32am
Aazell
member
51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
Hey All

I tend to build my SP maps in a series of small test areas for different gameplay ideas. Obviously this is right at the beginning of my mapping process so these maps tend to be blockmaps, fullbright, ugly as sin but with all the entities working the way I want them to.

I would like to get feedback on the gameplay, and ONLY the gameplay.

So the first area I'm posting is a sort of arena fight against a horde of fast zombies, it's sort of a climax to the first section of the 3rd map in my series.
They will stop spawning after a while and that's the end of play.

Here's the questions I want answered...

Did the play flow well?
Did you feel your movement was impeded at all?
Do you think it's too hard or too easy?
Do you think the play would work better if you could see through to the floor above/below (i.e. grated flooring)?
Is there anything else you think would make the gameplay more exciting?

Hope someone will take me up on the offer...

Here's the link: http://www.mediafire.com/file/5ric8ly58eeedj9/zombclimaxarenav1.bsp
Re: Aazell's Gameplay Testing (Various Test Maps: HL2:EP2) Posted by Riven on Thu Jun 23rd 2011 at 12:23am
Riven
1640 posts
Posted 2011-06-23 12:23am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
downloading

I'm bumping this up to let you know I have been meaning to take you up on the offer, and plan to play this either later tonight or tomorrow when I get a chance. Do you want to read our opinions in this thread? or e-mail them to you privately?
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Aazell's Gameplay Testing (Various Test Maps: HL2:EP2) Posted by Aazell on Thu Jun 23rd 2011 at 5:23am
Aazell
51 posts
Posted 2011-06-23 5:23am
Aazell
member
51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
In this thread please. I have no shame!

Hopefully others can learn from it too!
Re: Aazell's Gameplay Testing (Various Test Maps: HL2:EP2) Posted by Aazell on Fri Jul 1st 2011 at 7:08pm
Aazell
51 posts
Posted 2011-07-01 7:08pm
Aazell
member
51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
New one for you..

This is a hold out area while the cliched slow lift descends. Still I get to put my patented explosive barrel dispenser to good use.

http://www.mediafire.com/file/fq2lzp5z8ao1s7d/rollingpipetests1.bsp

And I updated the last map with music that I think works well and keeps the tempo up. Even I'm having fun playing these at the moment!!

http://www.mediafire.com/file/o064i6i4u5o2bse/zombclimaxarenav1.bsp
Re: Aazell's Gameplay Testing (Various Test Maps: HL2:EP2) Posted by Aazell on Sun Jul 3rd 2011 at 1:19pm
Aazell
51 posts
Posted 2011-07-03 1:19pm
Aazell
member
51 posts 5 snarkmarks Registered: Jun 4th 2011 Location: London UK
And another...

A series of Large Fan and trigger push hazards for the player to get through.

http://www.mediafire.com/file/15qe2l2nw1gp49n/ep2_aquaduct-3_5_fans_dev.bsp