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Playtest 2
Before doing a second playtest, I did encounter some errors that kept the map from VIS - ing in the compiler and from loading in the multiplayer server. This error involves a healing degenerate edge. I have discovered that it was due to complex geometry I created that weren't cut correctly, so their vertices were possibly off grid. In order to fix this, I find the offending brushes, deleted them, and created new simpler geometry using the brush tool and the clip tool. Other brushes that were less complex, I just used the snap vertices to integer tool, which allows the vertices to snap to the closest integer of the grid.
For the second playtest, enjoyment was in the middle, the level was spacious, and there was good use of verticality. However, it was too big and players had a hard time finding one another. They also suggested more cover as well for players to run towards.
Here are some important results that I received from the playtest:



To fix this, I'll decrease the length and width of the brushes for he floor, ceiling and the walls. There will be additional props that will serve as cover, and decrease the length of pathways.