Map Testing Thread.

Re: Map Testing Thread.

Postby Dragonfire » 17 Jan 2014, 00:37

Ze_PilOt wrote:Please only use full red or full green (work/fixed and not work/problems you can't solve).


I add a legend add the top ...
I never used orange or yellow ...

Maybe you should add some more columns(then I need not my two colors):

BlackPane issue (if map border = on, some areas are black, see, water looks ugly)
odd vs even

Tester mark map display also as red/ornage/yellow if something else is not working ...
I have not the time to read the whole table again and again ...
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Re: Map Testing Thread.

Postby Ze_PilOt » 17 Jan 2014, 01:24

It's either fully working or not. There is "half working" :)

A black plane in the middle pool = out. We want quality more than quantity.

The Even/Odd is the "spawn" column. Same here, the spawns are correct or they are not. I don't get why you should use another color there?
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Re: Map Testing Thread.

Postby Dragonfire » 17 Jan 2014, 01:56

Ze_PilOt wrote:It's either fully working or not. There is "half working" :)

A half woking map started, but looks ugly or mexes wrong, ...
I never used orange or yellow.

Ze_PilOt wrote:A black plane in the middle pool = out. We want quality more than quantity.

I fixed some black pane maps already ;)

Ze_PilOt wrote:The Even/Odd is the "spawn" column. Same here, the spawns are correct or they are not. I don't get why you should use another color there?

I am only interest in black pane problems, but people mark the first colum also red, if they not found the map, if it is not startable (then I make them lila) or or or. It is hard to find new black pane problems.
I ignore orange and yellow, not my color xd
If I fixed it, I used a different green, because the Tester must check the other points. Also it is easier for them to see my fix ;) New map Version is in newVersion colum.

Another solution is, that I make the first colum green and all other white ...
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Re: Map Testing Thread.

Postby Ze_PilOt » 17 Jan 2014, 09:37

Don't do that please, it will confuse me and testers.

If you fixed the black plane issue, please remove all others colors (and check the spawn point, it takes 2 seconds :-/)
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Re: Map Testing Thread.

Postby Dragonfire » 17 Jan 2014, 09:47

Ze_PilOt wrote:Don't do that please, it will confuse me and testers.

If you fixed the black plane issue, please remove all others colors (and check the spawn point, it takes 2 seconds :-/)


Ok, no problem, I corrected also startpoints, if marked in the comment, but sometimes the black pane fix need much time and map changes then I have not the motivation to the check all mexes and the balance, specially on big maps.

Also some maps have hover problems. Hover units can pass mountains on one side, but not at the other. Should I mark these maps?
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Re: Map Testing Thread.

Postby spooky9 » 17 Jan 2014, 12:42

map: craptastical.
Bottom player has 1 more mass point at his disposal than the top player
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Re: Map Testing Thread.

Postby Ze_PilOt » 17 Jan 2014, 12:44

Use the google doc to report map related problems. The goal of it is that I don't have to read xx posts in xx threads in order to know what is right or not. Because I won't.
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Re: Map Testing Thread.

Postby Thatcherite » 17 Jan 2014, 14:06

Map Navarone is not X1 Y1 spawns... opposing players start next to each other. I've updated the google doc.

Unfortunately there are a couple of planets with that map in gw atm...
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Re: Map Testing Thread.

Postby Ze_PilOt » 17 Jan 2014, 14:21

Ze_PilOt wrote:Use the google doc to report map related problems. The goal of it is that I don't have to read xx posts in xx threads in order to know what is right or not. Because I won't.
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Re: Map Testing Thread.

Postby palombhp » 17 Jan 2014, 15:36

I fixed one map "Ghost Channel v0002" and uploaded it into the vault. On my PC all is fine, just in the vault it doesn't show the little picture. No clue why :?
cheers
hp
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