The most important gameplay influence comes from the ammo/health/weapon/mobs distribution. The map layout comes actually very far behind all these.
In the first 3 maps I selected, there was not enough ammo, and I ended running like an idiot with an empty gun till I died. It was the most bad in the first 2 maps where several big robots had spawned right at the start.
In the last map, the distribution was much better, but the exit was almost next the start point, which means after only 2 rooms that game was over (on the map selection screen, it felt that map was much bigger).
The tutorial map was correctly balanced and relatively easy, thus it comes even at a bigger shock to meet such wrong maps.
Moreover, I think this kind of game doesn't work well to test map layout (for the reason explained above), so if it's your mail goal (as I thought at 1st when reading your experiment description), you'll have trouble to conclude anything on that side.
Game should be way different or more evolved if you want the layout to really count (ie: need keys to unlock doors, special event along the way, etc...)
Used ammo supply is still too much bright/yellow, so I was never sure if I already picked them up or not.
My RMIT University colleagues ....
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