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There is a neeed for play testing maps but lackattack doesnt want to do it for some reasongdeangel wrote:I love the diversity of maps at cc. I never play classic if its avoidable. I have to say, though, that the last two map releases I have largely sat out. For every well constructed map like New World, there seem to be three niche maps that only really work with certain play combinations, dominant strategies, and/or heavily weighted to luck of the dice in the opening rounds. It seems to me that the foundry is broken. I have attempted to get a couple of map ideas off the ground, and also to post some feedback on maps there in the past. It is entirely unclear that there is any effective quality control going on there. For example, 1v1 gameplay seems to be overlooked by most map makers (i.e., avoiding starting bonuses and such). Instead, it seems to be a race to churn out more maps by individual map makers, and the idea of giving out map-maker medals based on merely having a map quenched with no QA doesn't help matters.
So I suggest that one way to address this is add a final testing phase with core cross-map regulars to try them and provide official comments that the mapmaker MUST address before a map can be quenched. A second suggestion is that to earn a mapmaker medal, rather than just having them be automatic for quenching the map, it should be based on the map earning a minimum level of new games per month IN THE SECOND MONTH OF RELEASE. Based on the popularity number, mapmakers would get gold, silver or bronze, and could get a medal for each map only if each map on its own passed the popularity test.
Thoughts?
I fully agree. A limited play testing stage is sorely missed IMO and the latest debacle (Galapagos) with a map being changed over night (without much discussion or though at all) messing with existing running games just can't be allowed to happen again.gdeangel wrote: Thoughts?
it's still a broken map even with changes. way too luck oreintatedThezzaruz wrote:I fully agree. A limited play testing stage is sorely missed IMO and the latest debacle (Galapagos) with a map being changed over night (without much discussion or though at all) messing with existing running games just can't be allowed to happen again.gdeangel wrote: Thoughts?
I agree with most of your thoughts on this, but why aren't you saying this in the Foundry where maps get made.gdeangel wrote:....
Thoughts?

Top Score:2403natty_dread wrote:I was wrong
yes. this is what we talk about all the time. it's all about who has the most maps and medals. these are our goals.gdeangel wrote:Instead, it seems to be a race to churn out more maps by individual map makers, and the idea of giving out map-maker medals based on merely having a map quenched with no QA doesn't help matters.
no. people put months into making a map. they don't get quenched on accident. just because a map isn't popular doesn't mean it is bad. niche maps don't hurt you. you don't have to play them. people make maps they want to play. if you want maps suited to your desires, then get involved in the process and give feedback (this won't really satisfy you though) or make a map.gdeangel wrote: So I suggest that one way to address this is add a final testing phase with core cross-map regulars to try them and provide official comments that the mapmaker MUST address before a map can be quenched. A second suggestion is that to earn a mapmaker medal, rather than just having them be automatic for quenching the map, it should be based on the map earning a minimum level of new games per month IN THE SECOND MONTH OF RELEASE. Based on the popularity number, mapmakers would get gold, silver or bronze, and could get a medal for each map only if each map on its own passed the popularity test.
Thoughts?
gimil wrote:Well done to cairnswkSpot on as always.
Now my turn!
The map foundry is a communiy run place where people make maps that they want. We at the foundry try our best to bring the best quality out of all maps that come throuh our forum. Unfortunatly from time to time a sub par map gets through myself and oaktown because we are simply human. Me and oaktown don't get paid for what we do and we don't have limitless amounts of time to decided to quaility control on anything and everything that goes through the foundry. Thats where we have the rest of the CC community come in to post there comments and concerns to add to the quality control. However the current foundry community isn't as busy as it once was and that means that there is a bigger starin to get the same quality we always produce.
To make a long story short, if something is broken, we take faith that community will come along and nicely let the foundry community know what the problem is and hopefully they can paricipate in the fixing process.
The foundry isn't a them and us place. Its a place for the CC community to come together to participate and help in the map making process. We are not perfect, but if you come along in help we come that bit closer to perfection
we'd all like that feature blakebowling, but until it happens, your best way to esnure quality control is simply to attend and comment more on maps. that way there can be many thoughts on the gameplay processes being put into the mix.blakebowling wrote:....
but I would like to see the "Beta Maps" Feature (which has been ignored in the past, but more people seem to like it now)

As you see in my post, I've gone to the foundry a couple of times to make suggestions. It is like a festering bunch of photo shopping backslappers, usually dismissive of ideas and more worried about making the shade of green a little more teal and such. Since the issues I raise above are for the whole cc community, I think the post belongs in GD, not the foundry, but it is interesting that once noticed, we have back to back's from the foundry regulars all parading in here to tell me I don't know what I'm talking about... just like is the case in the foundry. Why the hostility gents? Aren't you interested in how your product ends up on the user side? If I don't know what I'm talking about, then I'm sure the people who play on the maps should be the ones telling me that they are satisfied with the new maps coming out.cairnswk wrote:I agree with most of your thoughts on this, but why aren't you saying this in the Foundry where maps get made.gdeangel wrote:....
Thoughts?
If there is any lack of quality control from the foundry it's probably because no-one comes into the foundry enough to make the comments that are needed to ensure checks and balances are addressed.
Solution: gather up your friends and head on over there, and get some suggestions/comments happening.
Hostile? ME?Why the hostility gents?
I fail to see the hostility from the "festering bunch of photo shopping backslappers" that have posted here. Very few mapmakers ever just blow off commentary from what I've noticed and in fact welcome it. If you've got ideas on gameplay I think most would be quite happy to try an accomodate your thoughts and take it into consideration. I, for one, would appreciate if you made gameplay commentaries on my map.gdeangel wrote:As you see in my post, I've gone to the foundry a couple of times to make suggestions. It is like a festering bunch of photo shopping backslappers, usually dismissive of ideas and more worried about making the shade of green a little more teal and such. Since the issues I raise above are for the whole cc community, I think the post belongs in GD, not the foundry, but it is interesting that once noticed, we have back to back's from the foundry regulars all parading in here to tell me I don't know what I'm talking about... just like is the case in the foundry. Why the hostility gents? Aren't you interested in how your product ends up on the user side? If I don't know what I'm talking about, then I'm sure the people who play on the maps should be the ones telling me that they are satisfied with the new maps coming out.cairnswk wrote:I agree with most of your thoughts on this, but why aren't you saying this in the Foundry where maps get made.gdeangel wrote:....
Thoughts?
If there is any lack of quality control from the foundry it's probably because no-one comes into the foundry enough to make the comments that are needed to ensure checks and balances are addressed.
Solution: gather up your friends and head on over there, and get some suggestions/comments happening.
i don't believe were being hostile dgeangel,gdeangel wrote:... Why the hostility gents? Aren't you interested in how your product ends up on the user side? If I don't know what I'm talking about, then I'm sure the people who play on the maps should be the ones telling me that they are satisfied with the new maps coming out.
...

cairnswk wrote:i don't believe were being hostile dgeangel,gdeangel wrote:... Why the hostility gents? Aren't you interested in how your product ends up on the user side? If I don't know what I'm talking about, then I'm sure the people who play on the maps should be the ones telling me that they are satisfied with the new maps coming out.
...but we are interested to hear your views on our maps.
And to make this point quite blunt, i've just taken the time to troll through your feedback topics.
you have 780 feedback posts, but only approx 10 of these are in the Foundry on actual map topics.![]()
Perhaps you'd consider lifting that run rate now that you've raised the topic about quality.
I've always wondered where mapmakers get their game play information from. Some new maps come out and play brilliantly on all kinds of settings (like Rail Europe), while others (like New World, Das Schloss, Battle For Iraq) are clearly designed with one style in mind (4-8 players, 2 player/team, flat rate/no cards, resp.) and end up atrocious in other styles (lopsided first player victories, stalemates, too many dead ends). When I look through map discussion threads, it's good that you're trying to cover game play early, but most of the changes suggested are bonuses or aesthetic. Then the players who discuss things don't seem to play a lot of games (I suppose they're busy making maps), so it would probably help a lot to call in some people who play a variety of styles to give ideas of how maps will play out. At the very least, you'd avoid another Das Schloss recall.
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.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.
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...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!
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.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.
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.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.
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.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.
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.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.
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.