Tripwire Interactive Forums

Go Back   Tripwire Interactive Forums > Red Orchestra 2 / Rising Storm Forums > RO2/RS Modifications > Level Design

Reply
Click here to go to the first Dev post in this thread.  
Thread Tools Display Modes
  #1  
Old 07-10-2012, 01:38 PM
pipi long stocking pipi long stocking is offline
Member
 
Join Date: Jun 2012
Posts: 44
Default [TWI] Devs Attention! maps/testing

Hello Devs, Swag, Mr. John prez, Yoshiro

This is more of a request.

Can the custom mappers have a dedicated server for glitch hunting/testing and an official test group. where they can recruit other mappers and testers to properly test the maps they make (maybe devs want to participate in testing , via ventrilo mumble teamspeak etc)

1: 32 Slot Server (possibly the least used TWI Devs server, as to not incur any additional cost)
2: Password protected (select a head admin/mapper for the server, and password changes everytime a map is tested, all testers know password through email)
3: it is up to individual map maker to contact server admin, to test newest version of map, set up test group etc.

I think this would really help the mappers and modders, Instead of testing on public servers.

If this thread is inappropriate, please delete. It's not meant as malicious or inappropriate, on the contrary it is to promote map making and testing.
Mappers, please bump if you agree or disagree. Make Suggestions
Testers, please volunteer through this thread.
Reply With Quote
  #2  
Old 07-10-2012, 01:50 PM
LATTEH's Avatar
LATTEH LATTEH is offline
Senior Member
 
Join Date: Jul 2010
Posts: 250
Default

kind of like what tf2maps does?
__________________

My Levels On GameBanana!
Reply With Quote
  #3  
Old 07-10-2012, 02:11 PM
LordGleedo's Avatar
LordGleedo LordGleedo is offline
Senior Member
 
Join Date: Jul 2010
Location: Bucks, England
Posts: 776
Default

I could not agree more with the OP.

I have pretty much stopped development of my map because You get hardly any reliable feedback from public server play.

I had a couple of comments, but you can't make balancing changes based on comments from one or two people.

We do have a small steam group which was started just last week though.
http://steamcommunity.com/groups/ro2custommaps

Last edited by LordGleedo; 07-10-2012 at 02:23 PM.
Reply With Quote
  #4  
Old 07-10-2012, 02:13 PM
Blitzk.-Bob Blitzk.-Bob is online now
TWIL Senior Admin Staff
 
Join Date: Nov 2011
Location: Germany
Posts: 855
Default

If just you need something tested, you could use one of our servers, normally a clan-training server, but it's just used during the weekend.

I think a server for mappers is not needed, buy one by your own or ask me for a smaller one.


Blitzk.-Bob
Reply With Quote
  This is the last developer post in this thread.   #5  
Old 07-10-2012, 02:28 PM
Yoshiro's Avatar
Yoshiro Yoshiro is offline
In Soviet Russia, Yoshiro is a cake
 
Join Date: Oct 2005
Posts: 8,791
Default

Quote:
Originally Posted by LordGleedo View Post
This is honestly the best solution. A community built around building and testing maps. I am always glad to point the community as a whole towards something if requested.

We do have a Tripwire custom map server running with all the currently released maps. Mappers are free to use it as they want and I will continue to add maps to it.
__________________

Pretty, what do we blow up first? - Myn Donos
Reply With Quote
  #6  
Old 07-10-2012, 04:31 PM
Drecks Drecks is offline
Senior Member
 
Join Date: Nov 2005
Location: The Netherlands
Posts: 1,950
Default

Well lets start with this and start to recruit testers.
Then use any server we can use and schedule testsessions.

Last edited by Drecks; 07-10-2012 at 04:34 PM.
Reply With Quote
  #7  
Old 07-10-2012, 04:51 PM
pipi long stocking pipi long stocking is offline
Member
 
Join Date: Jun 2012
Posts: 44
Default

Quote:
Originally Posted by Yoshiro View Post
This is honestly the best solution. A community built around building and testing maps. I am always glad to point the community as a whole towards something if requested.

We do have a Tripwire custom map server running with all the currently released maps. Mappers are free to use it as they want and I will continue to add maps to it.
Yoshiro, it is very appreciated that TWI is doing that

Just to avoid the pubbers seeing a full server and going "look full server, woohoo" and then joining. is there any way to possibly lock it with a password? I guess that is more what I meant, and also, someone that could forward it to the map , that is agreed to be tested?

I assume it's on a "rotation", it would be awesome if someone could access (of course someone responsible) the map that needs to be tested with a !nextmap type of admin command. If it's done on a private serve as Blitz-k Bob suggested, then we would need to arrange that.
Reply With Quote
  #8  
Old 07-10-2012, 05:10 PM
Dietl Dietl is offline
Member
 
Join Date: Dec 2010
Posts: 99
Default

The 2.FJg would like to offer our custom maps server to you guys. If you're interested. I'm in the ro2custom maps groups, add me as a friend and I can get you in contact with our engineers. They can give you any help you need.
Reply With Quote
  #9  
Old 07-10-2012, 06:39 PM
Six_Ten's Avatar
Six_Ten Six_Ten is offline
Senior Member
 
Join Date: Mar 2006
Posts: 1,382
Default

Quote:
Originally Posted by pipi long stocking View Post

I think this would really help the mappers and modders, Instead of testing on public servers.
Thanks, but I'd rather test with regular players. The last thing we need is to further shrink the testing base. I had no shortage of great feedback from regular players while testing Ogledow and not only had none or few of the problems you are trying to avoid with your reasonable suggestion, a number of guys who had never thought about custom mapping got interested in it. So I'll keep testing in public.
__________________
NEMO ME IMPVNE LACESSIT

Last edited by Six_Ten; 07-10-2012 at 06:41 PM.
Reply With Quote
  #10  
Old 07-10-2012, 06:52 PM
Drecks Drecks is offline
Senior Member
 
Join Date: Nov 2005
Location: The Netherlands
Posts: 1,950
Default

Ogledow and Butovo where released before things went wrong for custom maps. With that I mean the weird behaviour on servers after a certain patch. Both maps did not suffer these problems so no miracle the feedback was good. The problems where solved by TWI and lucky for us custom maps got more popular helped by the fact that after 8 months players wanted to play different maps.

I don't know what the best to do. Lots of players who play the game doesn't even visit the forum so don't expect feedback on gameplay. I prefer to join as much public games as possible to experience the gameplay.

But an organised test with players who go for the objectives attackers/defenders could help. As on pubs you often find people just laying there shooting people while their objectives fall one by one.
Reply With Quote
  #11  
Old 07-10-2012, 07:02 PM
Six_Ten's Avatar
Six_Ten Six_Ten is offline
Senior Member
 
Join Date: Mar 2006
Posts: 1,382
Default

Quote:
Originally Posted by Drecks View Post
I don't know what the best to do. Lots of players who play the game doesn't even visit the forum so don't expect feedback on gameplay. I prefer to join as much public games as possible to experience the gameplay.

But an organised test with players who go for the objectives attackers/defenders could help. As on pubs you often find people just laying there shooting people while their objectives fall one by one.
I think a dedicated testing group is a fine idea and I will participate in it, but I intend to also continue testing in public.
__________________
NEMO ME IMPVNE LACESSIT
Reply With Quote
  #12  
Old 07-10-2012, 07:10 PM
Nightingale's Avatar
Nightingale Nightingale is offline
Senior Member
 
Join Date: Sep 2010
Location: Vancouver, Canada
Posts: 684
Default

Just joined the steam group. I love playing on new maps.
Reply With Quote
  #13  
Old 07-10-2012, 07:13 PM
pipi long stocking pipi long stocking is offline
Member
 
Join Date: Jun 2012
Posts: 44
Default

Quote:
Originally Posted by Drecks View Post
Ogledow and Butovo where released before things went wrong for custom maps. With that I mean the weird behaviour on servers after a certain patch. Both maps did not suffer these problems so no miracle the feedback was good. The problems where solved by TWI and lucky for us custom maps got more popular helped by the fact that after 8 months players wanted to play different maps.

I don't know what the best to do. Lots of players who play the game doesn't even visit the forum so don't expect feedback on gameplay. I prefer to join as much public games as possible to experience the gameplay.

But an organised test with players who go for the objectives attackers/defenders could help. As on pubs you often find people just laying there shooting people while their objectives fall one by one.
Six Ten, If that worked for you, that's good

I completely agree with what Drecks and others are saying. It is very different to have , say:

Beta map running on a Public server:
22 vs 22 , and half the comments are
player 1: **** that
player 2: this map is cool, look I found a glitch omgz!
mapper: Where is the glitch?
player 2: over here by this thing by the stuff
player 33: omg team, defent the objective
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
mapper: i really need your feedback
player 31: i'm going back to a stock maps server, **** this!
player 28: player 44, **** you ***
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
mapper: *sigh*
mapper: Player 2 where was the glitch?
(player 2 disconnects)

rinse , repeat.

Now on a controlled test server:
Mapper: ok guys, lets play a regular round of territory, let me know if the spawns feel right or too far. this is for gameplay only. we will go through a glitch hunt later.
player 1-16: ok
Player 1: it feels too far, i took too long to get there
player 2: agree
player 3: agree
player 4: yea you could move them a little
player 5: this map is perfect as is
Mapper: ok, the majority has spoken. ok we will meet tomorrow Ill move the spawns fix some glitches , and we get ready to rock and roll
Player 6: wooho! you are sooo cool mapper
Mapper: thank you, i've put alot of effort into this, but you testers are the ones making it happen.

Just saying, as a player on RO2, and a mapper on previous cod titles, I've seen this. But whatever you guys decide, I'll be a tester and provide input if asked.
Reply With Quote
  #14  
Old 07-10-2012, 07:15 PM
-=}WoLvErInE{=-'s Avatar
-=}WoLvErInE{=- -=}WoLvErInE{=- is offline
Senior Member
 
Join Date: Mar 2011
Location: Chi-Town
Posts: 1,091
Default

Quote:
Originally Posted by pipi long stocking View Post
Six Ten, If that worked for you, that's good

I completely agree with what Drecks and others are saying. It is very different to have , say:

Beta map running on a Public server:
22 vs 22 , and half the comments are
player 1: **** that
player 2: this map is cool, look I found a glitch omgz!
mapper: Where is the glitch?
player 2: over here by this thing by the stuff
player 33: omg team, defent the objective
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
mapper: i really need your feedback
player 31: i'm going back to a stock maps server, **** this!
player 28: player 44, **** you ***
player 44: (deleted for obscenity)
player 44: (deleted for obscenity)
mapper: *sigh*
mapper: Player 2 where was the glitch?
(player 2 disconnects)

rinse , repeat.

Now on a controlled test server:
Mapper: ok guys, lets play a regular round of territory, let me know if the spawns feel right or too far. this is for gameplay only. we will go through a glitch hunt later.
player 1-16: ok
Player 1: it feels too far, i took too long to get there
player 2: agree
player 3: agree
player 4: yea you could move them a little
player 5: this map is perfect as is
Mapper: ok, the majority has spoken. ok we will meet tomorrow Ill move the spawns fix some glitches , and we get ready to rock and roll
Player 6: wooho! you are sooo cool mapper
Mapper: thank you, i've put alot of effort into this, but you testers are the ones making it happen.

Just saying, as a player on RO2, and a mapper on previous cod titles, I've seen this. But whatever you guys decide, I'll be a tester and provide input if asked.



Enough said!
Reply With Quote
  #15  
Old 07-11-2012, 07:34 AM
Mike_Nomad's Avatar
Mike_Nomad Mike_Nomad is offline
Senior Member
 
Join Date: Feb 2006
Location: Florida, USA
Posts: 4,668
Default

Quote:
Originally Posted by Drecks View Post
Ogledow and Butovo where released before things went wrong for custom maps. With that I mean the weird behaviour on servers after a certain patch. Both maps did not suffer these problems so no miracle the feedback was good. The problems where solved by TWI and lucky for us custom maps got more popular helped by the fact that after 8 months players wanted to play different maps.

I don't know what the best to do. Lots of players who play the game doesn't even visit the forum so don't expect feedback on gameplay. I prefer to join as much public games as possible to experience the gameplay.

But an organised test with players who go for the objectives attackers/defenders could help. As on pubs you often find people just laying there shooting people while their objectives fall one by one.
Those players have yet to learn the value of cap zones and capping.

But having segregated tests is a good idea as long as it doesn't continue into the life both the map being tested and the game itself.

The players/userbase is divided enough as it is.
__________________
Regards,

Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:44 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2013, Tripwire Interactive, LLC