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Request for beta testers: The Mercantile Association

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#1 joebarnin

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Posted 28 January 2014 - 10:10 AM

This is my first mission and I'd like to make it available for beta testing. My original plan was for a larger, more complex mission but I decided to keep it simple, since it was my first try. It's pretty straight-forward, nothing very innovative. After beta testing, I may decide to release it as is, or complete the full mission. What I've implemented so far is basically the middle third of the full mission. So I'm likely to take any feedback and use it to improve this part of the mission, and then expand it to the full mission. But we'll see.

Anyway, I would appreciate any feedback. Here it is: https://drive.google...dit?usp=sharing

Thanks,

Jeff

Edited by joebarnin, 28 January 2014 - 10:10 AM.

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#2 Xarg

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Posted 28 January 2014 - 10:13 AM

Hey there, if you don't already have access to the beta testing section, try sending Springheel a PM, so you can create a beta testing thread there for testers to leave feedback in (as feedback will 99% likely have spoilers).

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#3 grayman

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Posted 28 January 2014 - 10:18 AM

Congrats on reaching beta testing!

#4 Airship Ballet

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Posted 28 January 2014 - 10:33 AM

Yeah, I just downloaded it but can't play until I get off work. I'll happily compile feedback and the like once I'm home. If there's no beta testing thread by then I'll just post in here with spoiler tags.

#5 Goldwell

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Posted 28 January 2014 - 11:29 AM

Congrats on the beta release ;)

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#6 Obsttorte

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Posted 28 January 2014 - 12:12 PM

Aaaaaaaaaaaaaaaaand another mapper \o/
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#7 Airship Ballet

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Posted 28 January 2014 - 12:15 PM

Aaaaaaaaaaaaaaaaand another mapper \o/


I'm still working on mine, just keeping quiet about it! =P

#8 Cookeh

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Posted 28 January 2014 - 03:56 PM

Been trying your beta map and there were a couple of problems I encountered in the 20 minutes i played (have not finished the mission yet). First one was the plant in the courtyard, it acts funny. I cant jump while inside the center of the plantation, and when i do happen to jump, something really funny is happening, like I'm floating at jump level. Also the barrels in the attic are a pain, I got stuck in them so bad i had to load.

Edited by Cookeh, 28 January 2014 - 03:57 PM.


#9 Airship Ballet

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Posted 28 January 2014 - 03:57 PM

I'm all done and have a little write-up. Don't expand the spoilers if you don't want it... y'know, spoiled. I'll delete and move it once there's a thread in the beta testing forum if need be.

Spoiler

Edited by Airship Ballet, 28 January 2014 - 05:12 PM.


#10 joebarnin

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Posted 28 January 2014 - 04:18 PM

I'm all done and have a little write-up. Don't expand the spoilers if you don't want it... y'know, spoiled. I'll delete and move it once there's a thread in the beta testing forum if need be.

....


Thanks, that is just what I'm looking for! I really appreciate the detail.

As for the
Spoiler


Thanks again,

Jeff

#11 Airship Ballet

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Posted 28 January 2014 - 04:25 PM

Spoiler


Don't mention it; I should be thanking you for giving me something to do =P

Edited by Airship Ballet, 28 January 2014 - 04:26 PM.


#12 RJFerret

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Posted 28 January 2014 - 09:25 PM

In my effort to take a look (admittedly, somewhat tired, not the most critical at this moment)...I basically just played on the middle "medium/hard" setting. I don't have access to the beta section, so my spoilers will be here. ;-)

I must say, I like it. I would encourage to you develop further! Yes, this map may be released as a small one (I'm more of a fan of small regular releases that getting overwhelmed with a big project) with some tweaks, but dang impressive first time out!

Spoiler


It also already has a bit of a feel of a potential continuing mission, so perhaps make it a chapter in a series? (The prequel could be done later, and etc.)
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#13 Deadlove

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Posted 28 January 2014 - 11:39 PM

Spoiler


Looking forward to the tidied up version. If this is a 1/3 of the size of the mission you have an idea for, it should make a very good one once it's all finished. Good work Joebarnin!

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#14 joebarnin

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Posted 28 January 2014 - 11:40 PM

RJFerret - Thanks for the incredibly detailed write-up. It's going to take me a while to digest all of this. At least let me answer one question

Spoiler


Spoiler


Between your comments and Airship Ballet's, I've got lots to think about and work on. Thanks again!

Jeff

#15 joebarnin

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Posted 28 January 2014 - 11:51 PM

Deadlove - thanks for your comments. You've supplied lots of good ideas for improvements - I'll be busy for a while.

Jeff
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#16 RJFerret

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Posted 28 January 2014 - 11:52 PM

yw!

I agree with the sentiment to add more clutter rather than changing geometry size (the latter being laborious, also extra ceiling height eases light overlaps). Extra space is safer for AI to have plenty of room to maneuver, tightening up spaces can make it trickier, especially when there's more than one AI.
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#17 Airship Ballet

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Posted 29 January 2014 - 08:32 AM

extra ceiling height eases light overlaps


Granted, but I think the door handles being at the regular height yet 3/4 of the way down the door suggests they may be a tad too tall.

#18 161803398874989

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Posted 30 January 2014 - 04:04 PM

So I played it yesterday: good job! I spent maybe an hour or so on it and had a lot of fun.
A couple points:
Spoiler

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#19 joebarnin

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Posted 30 January 2014 - 05:05 PM

So I played it yesterday: good job! I spent maybe an hour or so on it and had a lot of fun.
A couple points:


Thanks for the feedback - it matches with what others have said, which tells me where I need to make changes.

To answer your question...
Spoiler


#20 joebarnin

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Posted 30 January 2014 - 08:16 PM

So, here's my plan. I'm going to clean up the existing mission, based on the excellent feedback I've received. I'm leaning toward not releasing this shorter mission, but instead expanding it to the "full length" mission I had originally planned. Should be fun to do - fine tuning the existing stuff, and creating some new bits.

Thanks again for all the feedback.
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#21 RJFerret

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Posted 30 January 2014 - 09:41 PM

http://wiki.thedarkm...ion_Design_Tips

As you move forward, there's some great suggestions and nuggets of info in there, but it doesn't talk about the dynamic tension of shadowy corners versus lit areas, or carpeted versus noisy floors. That's where the challenge/fun is, that grey area between lit areas and sanctuary/breathers.

(Although it seems players have become trained to rely on readables for blatant hints instead of visual clues, per the article's suggestion.)
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#22 Xarg

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Posted 31 January 2014 - 04:21 AM

(Although it seems players have become trained to rely on readables for blatant hints instead of visual clues, per the article's suggestion.)


... You know what, you might be on to something there.

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#23 Deadlove

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Posted 31 January 2014 - 03:02 PM

Spoiler

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