Map reviewers / testers
StixNStonz
Join Date: 2006-11-06 Member: 58439Members, Reinforced - Shadow
<div class="IPBDescription">post in here if you want to help out, or have your map reviewed</div>Hey all.
I wanted to put together a list of people who would be willing to spend a bit of time helping out other mappers. There's so much that can go awry in NS maps, and its such a hassle for everyone when maps keep getting new releases. It would be best if we could get a list of volunteer reviewers.
<i><u>NOTE: This is only for <b>full, completed maps</b>. Maps must be in a fully beta testable state. All maps are 'works in progress', but we can only accept those that are ready to be put onto servers and be played. CO maps can be reviewed as well, though the reviews would be far more simplistic and shallow. (its hard to grasp the overall map quickly and sufficientlyl when you dont even have a minimap)</i></u>
*********************
For any map you choose to review (at the mappers request), you would:
-check gameplay aspects
---> siege ranges, spawns, runtimes, whatever you can think of
-check technical aspects
---> note any visual oddities, obvious texture misalignments, whatever. This could even include things like pieces of ceiling architecture that should be func_seethrough'd (like so many in Caged), or floors that drop entities through them (like the see through grate floor directly to the right of Internal in Lost... meds and guns fall right through it), etc.
---> a big worry for me when i release versions, is critical errors. Like when you randomly have a huge invisible wall. Even a casual run-through could uncover errors like these, errors that could destroy a release.
-give your opinion on
---> overall 'flow' of the map
---> any layout issues
---> possible additions, such as new/changed weldables, room names, etc
Basically, everyone would go into as much depth as they'd want to. I've done a few reviews before, and though they took me about an hour, I ended up with a huge list of suggestions, many of which the mappers then took into account for their next release.
**************************
Useful Commands when reviewing maps:
(those not underlined are because they have _'s)
<b>sv_cheats 1</b> <i>(start the map again with Cheats already on to enable noclip)</i>
<b><u>noclip</b></u> <i>(fly around and through walls)</i>
<b><u>developer 1</b></u> <i>(shows info at the top, goes nicely with r_speeds 1)</i>
<b>r_speeds 1</b> <i> (shows the r_speeds continuously. With developer 1, these are shown at the top left)</i>
<b>gl_wireframe 0, 1, 2, 3</b> <i>(0 is off, the other 3 show what is being drawn... an advanced technique)</i>
<b><u>bigdig</b></u> <i>(all structures build themselves instantly. Helpful if you want to hop in comm, tech PGs in 3 seconds, and place PGs for quick movement, or for quickly placing sieges for testing. Scans are kindof strange with cheats on... they only last about a half second. For siege testing, i place the sieges, then phase into the hive and look at the hive, its the only way to get a full lockon for sieges. I often place a comm chair in the hive as well, so i can replace the sieges quickly).</i>
<b><u>givepoints</b></u> <i> (gives you res, 25 per use. Type it once, then hit Arrowkeyup, then Enter in the console, and spam it, to key all the res you need)</i>
<b><u>give</u> weapon_welder</b> <i>(gives a welder as a marine to test weldables)</i>
<b><u>give</u> item_jetpack</b> <i> (gives a jp if you want quick movement and dont want to bother with PGs)</i>
<b><u>impulse 114</b></u> <i>(go gorge (if you're an alien and have enough res), to test gorge movement, especially any areas or jumps that might be too high for a gorge but high enough for a marine (theres about an 8 unit difference that some mappers dont know about)</i>
<b><u>impulse 115</b></u> <i> (go lerk)</i>
<b><u>impulse 116</b></u> <i> (fade)</i>
<b><u>impulse 117</b></u> <i> (go Onos to check for onos movement around the map... many doors are created too small for normal onos movement)</i>
**************************
This is about <i>making better NS maps</i>. If you post your name here, theres no actual obligation in any way. Its your choice to accept any map review request, and its your choice as to how in-depth it will be. It could even just be a quick run-through.
So yeah. If you'd like to join the list, just post your name, and any background information you think might be relevant. Mapping experience is nice, but it would be great to have a few players with none at all, as they see maps in a much different way than we do.
I'll update this first post with the list as people sign up. If you would like your map to be reviewed, post a request here with a direct link to a download, and any comments you feel might direct a reviewer in the right direction (if necessary). It would also perhaps be best for a new thread to be created for reviews for each map (as the reviews come in), or it could all be handled in PMs.
<u>Current List of Reviewers:</u>
Stix&Stonz
Crispy
BonesX
Johnie
Spellman23
Tigersmith
Archfiendchris
Commofdoom
Chocolate
I wanted to put together a list of people who would be willing to spend a bit of time helping out other mappers. There's so much that can go awry in NS maps, and its such a hassle for everyone when maps keep getting new releases. It would be best if we could get a list of volunteer reviewers.
<i><u>NOTE: This is only for <b>full, completed maps</b>. Maps must be in a fully beta testable state. All maps are 'works in progress', but we can only accept those that are ready to be put onto servers and be played. CO maps can be reviewed as well, though the reviews would be far more simplistic and shallow. (its hard to grasp the overall map quickly and sufficientlyl when you dont even have a minimap)</i></u>
*********************
For any map you choose to review (at the mappers request), you would:
-check gameplay aspects
---> siege ranges, spawns, runtimes, whatever you can think of
-check technical aspects
---> note any visual oddities, obvious texture misalignments, whatever. This could even include things like pieces of ceiling architecture that should be func_seethrough'd (like so many in Caged), or floors that drop entities through them (like the see through grate floor directly to the right of Internal in Lost... meds and guns fall right through it), etc.
---> a big worry for me when i release versions, is critical errors. Like when you randomly have a huge invisible wall. Even a casual run-through could uncover errors like these, errors that could destroy a release.
-give your opinion on
---> overall 'flow' of the map
---> any layout issues
---> possible additions, such as new/changed weldables, room names, etc
Basically, everyone would go into as much depth as they'd want to. I've done a few reviews before, and though they took me about an hour, I ended up with a huge list of suggestions, many of which the mappers then took into account for their next release.
**************************
Useful Commands when reviewing maps:
(those not underlined are because they have _'s)
<b>sv_cheats 1</b> <i>(start the map again with Cheats already on to enable noclip)</i>
<b><u>noclip</b></u> <i>(fly around and through walls)</i>
<b><u>developer 1</b></u> <i>(shows info at the top, goes nicely with r_speeds 1)</i>
<b>r_speeds 1</b> <i> (shows the r_speeds continuously. With developer 1, these are shown at the top left)</i>
<b>gl_wireframe 0, 1, 2, 3</b> <i>(0 is off, the other 3 show what is being drawn... an advanced technique)</i>
<b><u>bigdig</b></u> <i>(all structures build themselves instantly. Helpful if you want to hop in comm, tech PGs in 3 seconds, and place PGs for quick movement, or for quickly placing sieges for testing. Scans are kindof strange with cheats on... they only last about a half second. For siege testing, i place the sieges, then phase into the hive and look at the hive, its the only way to get a full lockon for sieges. I often place a comm chair in the hive as well, so i can replace the sieges quickly).</i>
<b><u>givepoints</b></u> <i> (gives you res, 25 per use. Type it once, then hit Arrowkeyup, then Enter in the console, and spam it, to key all the res you need)</i>
<b><u>give</u> weapon_welder</b> <i>(gives a welder as a marine to test weldables)</i>
<b><u>give</u> item_jetpack</b> <i> (gives a jp if you want quick movement and dont want to bother with PGs)</i>
<b><u>impulse 114</b></u> <i>(go gorge (if you're an alien and have enough res), to test gorge movement, especially any areas or jumps that might be too high for a gorge but high enough for a marine (theres about an 8 unit difference that some mappers dont know about)</i>
<b><u>impulse 115</b></u> <i> (go lerk)</i>
<b><u>impulse 116</b></u> <i> (fade)</i>
<b><u>impulse 117</b></u> <i> (go Onos to check for onos movement around the map... many doors are created too small for normal onos movement)</i>
**************************
This is about <i>making better NS maps</i>. If you post your name here, theres no actual obligation in any way. Its your choice to accept any map review request, and its your choice as to how in-depth it will be. It could even just be a quick run-through.
So yeah. If you'd like to join the list, just post your name, and any background information you think might be relevant. Mapping experience is nice, but it would be great to have a few players with none at all, as they see maps in a much different way than we do.
I'll update this first post with the list as people sign up. If you would like your map to be reviewed, post a request here with a direct link to a download, and any comments you feel might direct a reviewer in the right direction (if necessary). It would also perhaps be best for a new thread to be created for reviews for each map (as the reviews come in), or it could all be handled in PMs.
<u>Current List of Reviewers:</u>
Stix&Stonz
Crispy
BonesX
Johnie
Spellman23
Tigersmith
Archfiendchris
Commofdoom
Chocolate
Comments
I'd be able to specialise in the following:<ul><li>Spotting texture misallignments</li><li>Finding 'stuck' spots</li><li>Checking r_speeds throughout</li><li>General layout and balance (<a href="http://www.unknownworlds.com/forums/index.php?s=8546216720558787584&showtopic=91448&st=20#" target="_blank">example</a>)</li><li>Specific room balance (<a href="http://www.unknownworlds.com/forums/index.php?showtopic=88297" target="_blank">example</a>)</li><li>Improving map navigation (including advice on intuitive location names)</li><li>Any required spellchecking (if there should be a need)</li></ul>Lighting I'm not that experienced with. All I can really say is "that looks bad" without being able to offer much advice on how to fix it. I don't really comm much either, so you'd probably want a commander to stress-test that aspect. I do know the basic needs in terms of how much space is needed for structures in a siege room, marine start and a hive.
I have to admit, my intentions were only half altruistic in the creation of this thread <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. My map, ns_nexus, is in the process of a ridiculously huge update, and will probably be ready for release in another week or two. It'll be my fourth release in about 8 months... I only release when there are a lot of serious, worthwhile changes.
I'd love to get a review or two before i release it. As mentioned in the first post, its the critical errors that are the worst; imagine spending all the time to get your map zipped, uploaded, get in touch with server admins, and finally get the map being played, only to find that there is a huge invisible wall at the entrance to one of the hives. And it happens more often than you think. Theres one such wall in ns_nancy, in Subsector hive; go lerk, fly to the left most wall, near the top end of it (all on the minimap), fly up a few feet, and then try to fly under the pipes. Thankfully this is in a position where practically noone actually ever hits it. I'm assuming its from weird architecture in the pipes.
So i'll be asking for a review in the coming days. As for any other mappers, if you want to possibly find new ways to better your maps, post here asking for a review <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
After this week, Ill have lots of free time and Ive got nothing to spend it on.
I don't have experience with mapping. (I guess ripent doesn't count <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />)
I do test maps a lot on a listenserver for a gameserver I administrate.
So yeah... if you need somebody, I can be there.
Still noobish as a mapper (i.e. my current map still stinks), but I'm really getting the feel of what to look for. Also very heavily tactical player and comm. Pretty detail I appreciate, but it's not my forte.
There also might need to be a team/server to host the maps so we can work on balance stuff too.
BTW 500 Posts!
I like to find and am very good at finding
Exploits
Texture Flaws (repeating too much, not lined up, missing or maybe even extra textures.)
Stuck Points
Lighting Renders
Particle Renders
Layout and Balance of entire map
Layout and Balance of rooms (lights, colors, shadows)
I have a thing about fixing crappy doors <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
Mini map along with nods, and names!
Test Rails, Transports, portals and what not
I love to find triggers that get stuck also <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
I do know how to command, so i can help make sure buildings fit, no random red blocks
In the past i like to also include my computer, specs, settings, what my fps where around the map, around the particle effects and lighting effects.
Extra information like that
I also know lighting and how to make maps, so i can give technical feedback also
get your map up stix.
I'll PM everyone on the list. Please post comments and get the downloaded <a href="http://www.unknownworlds.com/forums/index.php?s=8994916721803490304&showtopic=101703" target="_blank"><u>here</u></a>.
I'm planning on fully releasing this tomorrow. As in, going to all the 7 or so forums for the big servers and posting, posting in the NS General Discussion (so non-mappers actually see it <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />), and Ventrilo'ing the server ops i know to try it out. So if you have time to do a review anytime soon, no matter how long and indepth, or short and sweet, please do. I'd appreciate it <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
Enjoy!
By the way:
noclip doesn't work, you need to install a plugin for you to go through walls. Rcbot has a noclip feature built into it. I don't remember what else does though.
noclip DOES work. Its just that sv_cheats needs to be set to 1 BEFORE you start the map. Its strange that way. If cheats are turned on after the map has loaded, noclip wont work.
<!--QuoteEnd--></div><!--QuoteEEnd-->So you can get around this by just doing the following when you enter your map:
¬
developer 1
sv_cheats 1
noclip
retry
(map should reload with noclip on)
Edit: Dang, times up... oh well. I'll be around if any general comments are needed <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />.
devloper 3 is also great for a more complete view of what is loading and of course entity triggers, instead of developer 1...