Incandenza wrote:I'm a regular poster in the foundry, tho I'm not a mapmaker per se. As such, I'm familiar with the process and a lot of the mapmakers, and a lot of what I've heard in this thread is simple lunacy.
1. there are dozens if not hundreds of permutations to the game settings, so to insist that every map work equally well for a 1v1 freestyle between noobs and an 8p escalating between colonels is insane, assuming that's even possible. For example, you know what map is absolute rubbish for 1v1 sequential? Classic. Doesn't mean it should be pulled or reworked.
At least cover the basics, if possible. That means give some thought to 1v1 where neutrals go and how many to start with. That also means looking at team vs. sequential, and cards vs. no cards with 3, 4, and 8. Those give the best view of distinct balances IMHO. But rather than constructively come up with a QA checklist of the best things to test, you can keep on whining that it's impossible to do a constructive testing if you prefer. If that was the case, we'd never have working software on the shelf.
2. the foundry is not an unfriendly place, but if you come in and say nothing more than "this map sucks", you'll be ignored. If you see problems, and can advance potential solutions, I guarantee people will listen. And you have to be persistent, don't just post and come back a month later and feel outraged that your plan hasn't been immediately implemented. Look at different maps, get to know the regulars, keep posting!
Sounds kind of lame. So we just keep talking around in circles for months and hope the idea gets picked up. I guess that's mapmaking by democracy...
3. the only pre-quench game testing system that currently exists is for a mapmaker to literally print out the map, invite a few friends over, and play it. That's it. Sure, a testing site would be marvelous, especially for complicated maps, but as that's not a system currently available to us, all we can do is try and ensure that maps are as balanced as possible.
Well, playing on a simulated hard board game is not a bad idea, and not too out of the question given the number of hours the mapmakers are spending on these projects. Also, they really need a development environment for this site - as evidenced by the constant crashes on every roll out. If they need an excuse to set one up, beta testing of maps would be a good one.
4. too many people (I'm looking at you, gdeangel) play a bare handful of games on a map then cry to the heavens that it's unbalanced. These are people that are much more comfortable being part of the problem instead of part of the solution. It takes quite a few games to really get a handle on a map. Patience must be an encouraged virtue.
Some of us are quicker than others in assessing the strategic possibilities of a map. As I said about Arms Race, it's not a bad freestyle map, or a team map, but it was utterly squandered with poor startup settings for 1v1 play, and I can tell that from the 2-3 1v1 sequential games I've played on it, and there is just no need to waste more time on it in a 1v1 seq setting.
5. The idea that mapmakers should have to drag people into their threads to comment is ludicrous. Mapmakers are not allowed to advertise in GD, tho many if not all put an image or link in their sigs. The foundry is open to all.
Face it, the reason the maps are in the sigs is bragging rights. That's well deserved. Many maps are great, and I generally have respect for mapmakers, many of whom are the same who gave us really great maps. It's just that lately the mapmaking process is selling short their efforts. There should be better QA. And nobody said anything about dragging in the masses to comment in foundry. That would probably lead to just more nonsensical "design by democracy" taking even longer. A simulation is needed, or at least a set of "feature tests" that verifies the playability with specific settings.
6. Just because a map isn't wildly popular, doesn't mean it's not a good and worthy map. Sure, I'm not about to jump into a Valley of the Kings game (sorry, cairns), but I would actively agitate against someone trying to have it removed.
I agree. But we seem to be in a quantity rather than quality mode ATM, as well as a race to build in novel features to be design ground breakers without really thinking about how a map will play. I am not a fan of conquer man, but I think the map is and example of design genius regarding gameplay. Even though its not popular, that doesn't mean it should be pulled. But I don't know that the map wouldn't have gotten made if there was no medal for it (actually, it was quenched before there even were medals.) The point of my suggestion about medals is just to quell some of the possible incentives that have people making maps just to get them out there even though they might detract from the site experience.
7. Details matter. Colors, army centering, pixellated borders, these are the fine details that need to be addressed at some point in a map's development. To dismiss these essential elements would be like criticizing a Van Gogh because it has too many brushstrokes.
You can have the ideal coloration, perfectly rendered and contrasted fonts, and the most innovative and aesthetic visual design, but if the game play is lopsided, that's just not what the site is about. Showboating of photoshop is fine with me... it's hard to think of a map that is really atrocious... but that's only half of the story, yet it seems, on my casual forays into the foundry, to be what 90% of the attention is given to. Don't decrease the attention to design... but match that amount of attention when addressing the gameplay. I know that's a problem because of no simulation, but even just thinking about it and thinkign about what works and what doesn't work in similar maps that are available to play is a starting point.