Nebulous Productions
2008-06-09 12:09:43
What You Look For in a Map
Survey run by Joe O. Kelly
Nebulous Productions® is a non-profit organization focused on certain departments of art: cinematography, photography, and 3d-level game design. One of many game engines that we have only recently associated ourselves with would be the Source™ engine created by Valve®. After reviewing through all games powered by this engine, Half-Life 2™: Deatmatch was deemed to many of us to be by far the most interesting and compelling one. In a similar light to previous deathmatch games that we have familiarized ourselves with, Half-Life 2™: Deathmatch met our expectations when we searched for a game to build projects upon. And because of this, we directly ask you, the players, for what you would like to see in a map. We have tried our best to educate ourselves about the game beforehand because we enjoy games just like you do, and we plan the maps with gameplay being our primary concerns. We know the basics of gameplay tactics such as bunny hopping, sniping, jump pads, and other such quirks and are not afraid to experiment with such elements that made Half-Life 2™: Deathmatch stick out from the rest of the games to us in the first place.
The survey results will be observed directly from myself, Joe O. Kelly, through reading this survey. In the event that you may wonder who I am, some of you may know me better through my alias "NP-Joe". Please try to keep your replies in an orderly and structured format. You may be as brief or detailed as you wish to be as we would like to known in full detail what you, the player, would like to see in a game level designed by gamers, not developers. And remember, please try to keep things civil. That being said:
Question 1
What is your current favorite map? Why?
Question 2
What is your current least favorite map? Why?
Question 3
What elements would you like to see more of in future maps?
Question 4
How many props do you like to see in a 1v1/2v2/4v4 map?
Question 5
What is your opinion on the following game movement tools?
- Jump pad (func_door/func_button)
- Walkable ramps
- Water
- Stairs
- Elevators (slower than jump pads)
- Teleporters (with or without telefragging)
- Ladders
- Sliding ramps (as seen in some "surfing" maps for Counter-Strike™)
- Boost ramp (ramps that launch you into the air and accelerate you with great speed)
- Ice floor (slippery, frictionless, or pushy floors that will accelerate you towards one direction or push you away)
Remember, you do not need to answer upon all questions if you wish to. Your opinion is important to us.
Question 6
What are your opinions upon putting a power weapon (Rocket Launcher in this case) in a 1v1 map? Upon putting multiple Rocket Launchers in a single map designed for 4v4+ combat? Having some risk on achieving the weapon (as seen in Lockdown), or having little (as seen in Lost Village)?
Question 7
What are your favorite weapons? Why?
Question 8
What are your least favorite weapons? Why?
Question 9
What is the furthest PTrain level that you can jump on a consistent and comfortable basis? Assume that you would be able to reliably make this jump under a stressful condition such as during a match.
Question 10
Some of us who have played Team Fortress™ 2 have greatly enjoyed certain maps, most notably Gold Rush and Granary. Upon possible experimentation with the I/O system, we have concluded a hybrid of these two maps' gameplay modes. Would you be interested in playing a map based upon objectives and teamwork rather than deathmatch and frag count?
Question 11
What do you ultimately look for in a map? What makes a map good, fun, memorable, and playable for countless ages?
Thank you for reading and answering the survey. Your time and opinions are greatly appreciated.
Sincerely,
Joe "NP-Joe" O. Kelly
Survey run by Joe O. Kelly
Nebulous Productions® is a non-profit organization focused on certain departments of art: cinematography, photography, and 3d-level game design. One of many game engines that we have only recently associated ourselves with would be the Source™ engine created by Valve®. After reviewing through all games powered by this engine, Half-Life 2™: Deatmatch was deemed to many of us to be by far the most interesting and compelling one. In a similar light to previous deathmatch games that we have familiarized ourselves with, Half-Life 2™: Deathmatch met our expectations when we searched for a game to build projects upon. And because of this, we directly ask you, the players, for what you would like to see in a map. We have tried our best to educate ourselves about the game beforehand because we enjoy games just like you do, and we plan the maps with gameplay being our primary concerns. We know the basics of gameplay tactics such as bunny hopping, sniping, jump pads, and other such quirks and are not afraid to experiment with such elements that made Half-Life 2™: Deathmatch stick out from the rest of the games to us in the first place.
The survey results will be observed directly from myself, Joe O. Kelly, through reading this survey. In the event that you may wonder who I am, some of you may know me better through my alias "NP-Joe". Please try to keep your replies in an orderly and structured format. You may be as brief or detailed as you wish to be as we would like to known in full detail what you, the player, would like to see in a game level designed by gamers, not developers. And remember, please try to keep things civil. That being said:
Question 1
What is your current favorite map? Why?
Question 2
What is your current least favorite map? Why?
Question 3
What elements would you like to see more of in future maps?
Question 4
How many props do you like to see in a 1v1/2v2/4v4 map?
Question 5
What is your opinion on the following game movement tools?
- Jump pad (func_door/func_button)
- Walkable ramps
- Water
- Stairs
- Elevators (slower than jump pads)
- Teleporters (with or without telefragging)
- Ladders
- Sliding ramps (as seen in some "surfing" maps for Counter-Strike™)
- Boost ramp (ramps that launch you into the air and accelerate you with great speed)
- Ice floor (slippery, frictionless, or pushy floors that will accelerate you towards one direction or push you away)
Remember, you do not need to answer upon all questions if you wish to. Your opinion is important to us.
Question 6
What are your opinions upon putting a power weapon (Rocket Launcher in this case) in a 1v1 map? Upon putting multiple Rocket Launchers in a single map designed for 4v4+ combat? Having some risk on achieving the weapon (as seen in Lockdown), or having little (as seen in Lost Village)?
Question 7
What are your favorite weapons? Why?
Question 8
What are your least favorite weapons? Why?
Question 9
What is the furthest PTrain level that you can jump on a consistent and comfortable basis? Assume that you would be able to reliably make this jump under a stressful condition such as during a match.
Question 10
Some of us who have played Team Fortress™ 2 have greatly enjoyed certain maps, most notably Gold Rush and Granary. Upon possible experimentation with the I/O system, we have concluded a hybrid of these two maps' gameplay modes. Would you be interested in playing a map based upon objectives and teamwork rather than deathmatch and frag count?
Question 11
What do you ultimately look for in a map? What makes a map good, fun, memorable, and playable for countless ages?
Thank you for reading and answering the survey. Your time and opinions are greatly appreciated.
Sincerely,
Joe "NP-Joe" O. Kelly