A little survey about map design

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fickleheart

ms reflec beat stan
I'm just curious what you guys' opinions are regarding certain facets of maps. The survey is 18 questions and a small bit redundant, but I wanted to be thorough. I'm going to make a map with the results of this survey, just as a little experiment. (You know, think The Most Wanted Song.)

(I know a lot of the questions are obvious, but please answer anyway :<)

Code:
Give each level element a numerical rating from 1-5; please place your rating in the box, in place of the x -- empty or unaltered boxes will not affect the final tally. You can use the same number in multiple boxes in a section.
  1 - You would be furious if this element was present in a map
  2 - You would rather this element not be in a map
  3 - This element would not affect your enjoyment of a map
  4 - You would rather this element be in a map
  5 - You would love anyone who placed this element in a map

01) Which gametype are you answering for? (go ahead and fill out multiple surveys if you want I guess)
________

02) Level size/length:
  Very short/very small [x]
  Short/small           [x]
  Average               [x]
  Long/large            [x]
  Very long/very large  [x]

03) Room/hallway/section size:
  Cramped               [x]
  Small                 [x]
  Middling (~256 units) [x]
  Large                 [x]
  Huge                  [x]

04) Room/hallway ratio:
  All/none              [x]
  Lots/few              [x]
  Some/some             [x]
  Few/lots              [x]
  None/all              [x]

05) Amount of water:
  None                  [x]
  Little                [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

06) Level brightness:
  Black                 [x]
  Dark                  [x]
  Medium                [x]
  Bright                [x]
  Blinding              [x]

07) Level colo(u)r:
  Grey                  [x]
  Brown                 [x]
  Muted                 [x]
  Colorful              [x]
  Blinding red          [x]

08) Difficulty:
  Easy                  [x]
  Normal                [x]
  Hard                  [x]
  Very hard             [x]
  Ultimate              [x]

09) Enemy/hazard density:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

10) Hazard types:
  Blocking              [x]
  Damaging              [x]
  Trapping              [x]
  Insta-kill            [x]

11) Amount of platforming:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

12) Ring/powerup density:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

13) Gimmicks:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

14) Horizontal/vertical ratio:
  All/none              [x]
  Lots/few              [x]
  Some/some             [x]
  Few/lots              [x]
  None/all              [x]

15) Amount of scenery:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

16) Amount of secrets:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

17) Music tone:
  Ambient               [x]
  Upbeat                [x]
  Dramatic              [x]
  Suspenseful           [x]
  8-bit/chiptune        [x]
  Melodic               [x]
  Abrasive              [x]
  Lyrical               [x]
  Christmas Carols      [x]

18) Primary level theme:
  Best: ___________________
  Worst: __________________

bonus) What's your opinion on each gametype?:
  SP                    [x]
  Match                 [x]
  Capture the Flag      [x]
  Circuit               [x]
Edit: Changed up the first question, go ahead and replace that question or something.

Edit: I promise, this is the last time I'll change the survey. You don't even have to answer that last question I added, really.
 
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Code:
01) Which gametype are you answering for? (go ahead and fill out multiple surveys if you want I guess)
Single Player

02) Level size/length:
  Very short/very small [2]
  Short/small           [3]
  Average               [3]
  Long/large            [4]
  Very long/very large  [4]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [2]
  Middling (~256 units) [3]
  Large                 [4]
  Huge                  [3]

04) Room/hallway ratio:
  All/none              [4]
  Lots/few              [4]
  Some/some             [2]
  Few/lots              [1]
  None/all              [1]

05) Amount of water:
  None                  [3]
  Little                [3]
  Some                  [3]
  Lots                  [3]
  Tons                  [2] Well yeah, there should be [I]some [/I]dry land...

06) Level brightness:
  Black                 [1]
  Dark                  [3] That is if it's only slightly dark.
  Medium                [4]
  Bright                [3] That is if it's only sligthly bright.
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [2] It can be pulled off properly, but there'd have to be some counterbalancing elements to it. Full gray and I'm outta here.
  Brown                 [3]
  Muted                 [3]
  Colorful              [4]
  Blinding red          [1]

08) Difficulty:
  Easy                  [3]
  Normal                [3]
  Hard                  [4]
  Very hard             [3] 
  Ultimate              [2] This implies harder than ERZ2.

09) Enemy/hazard density:
  None                  [1] Ridiculously stupid in a single player stage, except for some special cases (like NiGHTS).
  Few                   [3]
  Some                  [4]
  Lots                  [3]
  Tons                  [1]
  This question is a bit stupid because I'd rather have few (none would also be okay) enemies and many hazards.

10) Hazard types:
  Blocking              [4]
  Damaging              [5] Almost obligatory.
  Trapping              [2] Sucks if I can't go back, eh?
  Insta-kill            [2] 3 if used in moderation.

11) Amount of platforming:
  None                  [1]
  Few                   [2]
  Some                  [4]
  Lots                  [5]
  Tons                  [3]

12) Ring/powerup density:
  None                  [1]
  Few                   [2]
  Some                  [5]
  Lots                  [3]
  Tons                  [2]

13) Gimmicks:
  None                  [1] I'm not exclusively referring to gameplay gimmicks here. Visual gimmicks also count.
  Few                   [2]
  Some                  [4]
  Lots                  [5]
  Tons                  [3] It's basically impossible for a custom stage to have tons of good gimmicks in line with the theme.

14) Horizontal/vertical ratio:
  All/none              [1]
  Lots/few              [3]
  Some/some             [5]
  Few/lots              [2]
  None/all              [1]

15) Amount of scenery:
  None                  [1]
  Few                   [2]
  Some                  [4]
  Lots                  [5]
  Tons                  [2] Clutter.

16) Amount of secrets:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

17) Music tone:
  Ambient               [4]
  Upbeat                [3]
  Dramatic              [2]
  Suspenseful           [5]
  8-bit/chiptune        [1]
  Melodic               [3]
  Abrasive              [5]
  Lyrical               [4]
  Christmas Carols      [1]

18) Primary level theme:
  Best: Jungle, it's rare
  Worst: Alien Armageddon Zone
Code:
01) Which gametype are you answering for? (go ahead and fill out multiple surveys if you want I guess)
Match

02) Level size/length:
  Very short/very small [1]
  Short/small           [3]
  Average               [4]
  Long/large            [5]
  Very long/very large  [2] Implies larger than Tidal Palace (at least, that's the Match that feels the largest to me).

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [2]
  Middling (~256 units) [3]
  Large                 [5]
  Huge                  [2]

04) Room/hallway ratio:
  All/none              [2] The only this would work is with one room, and that's problematic in many cases.
  Lots/few              [5]
  Some/some             [3] Infernal Cavern style.
  Few/lots              [1]
  None/all              [1]

05) Amount of water:
  None                  [3]
  Little                [3]
  Some                  [3]
  Lots                  [3]
  Tons                  [2] Implying that Tidal Palace has [I]lots[/I]. Tons would imply "no dry land".

06) Level brightness:
  Black                 [1]
  Dark                  [2]
  Medium                [4]
  Bright                [3]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [2] Makes it too easy to spot opponents.
  Brown                 [2] See above.
  Muted                 [3]
  Colorful              [4] As long as it's not too colorful.
  Blinding red          [1] Look, no cover!

08) Difficulty (I take this as the difficult of staying alive without opponent fire, i.e. how severe the hazards are):
  Easy                  [4]
  Normal                [5]
  Hard                  [3]
  Very hard             [1] 
  Ultimate              [1]

09) [strike]Enemy[/strike]/hazard density:
  None                  [3]
  Few                   [4]
  Some                  [3]
  Lots                  [2] Rarely works.
  Tons                  [1]

10) Hazard types:
  Blocking              [3] For a Match stage, I take this as a periodically blocked/unblocked path/area, which can work just fine with some care.
  Damaging              [5] If there is a type of hazard, it should be probably this one.
  Trapping              [1] Death sentence to a Match map. Inexcusable flaw. 
  Insta-kill            [2] Death pits in moderation can be fine.

11) Amount of platforming:
  None                  [1] None at all makes the stage useless.
  Few                   [3]
  Some                  [4]
  Lots                  [3] But handle with care then...
  Tons                  [1] This makes the stage impossible to play.

12) Ring/powerup density:
  None                  [1]
  Few                   [2]
  Some                  [5]
  Lots                  [3]
  Tons                  [2]

13) Gimmicks (I take this as "how much does the gimmick affect gameplay", because more than one gimmick is an instant 1 normally):
  None                  [3] Totally acceptable if the stage is well-designed otherwise.
  Few                   [4]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

14) Horizontal/vertical ratio:
  All/none              [1]
  Lots/few              [3]
  Some/some             [5]
  Few/lots              [2]
  None/all              [1]

15) Amount of scenery:
  None                  [2] Would still be functional, but a bit of an engaging look is always better.
  Few                   [3]
  Some                  [4]
  Lots                  [2] Clutter.
  Tons                  [1] Clutter and lag.

16) Amount of secrets:
  None                  [3] Perfectly acceptable as long as "secrets" doesn't mean power-ups.
  Few                   [4] 
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

17) Music tone:
  Ambient               [4]
  Upbeat                [3]
  Dramatic              [2]
  Suspenseful           [5]
  8-bit/chiptune        [1]
  Melodic               [3]
  Abrasive              [5]
  Lyrical               [4]
  Christmas Carols      [1]

18) Primary level theme:
  Best: Jungle, it's rare
  Worst: Alien Armageddon Zone

Code:
01) Which gametype are you answering for? (go ahead and fill out multiple surveys if you want I guess)
CTF

02) Level size/length:
  Very short/very small [2] Icicle Falls is the bare minimum.
  Short/small           [4]
  Average               [4]
  Long/large            [2] Twisted Terminal is about the maximum.
  Very long/very large  [1]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [2]
  Middling (~256 units) [4]
  Large                 [3]
  Huge                  [2]

04) Room/hallway ratio:
  All/none              [3] See: Nimbus Ruins-style design. One open room.
  Lots/few              [3]
  Some/some             [4] Preferably for secondary paths.
  Few/lots              [2]
  None/all              [1]

05) Amount of water:
  None                  [3]
  Little                [4]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

06) Level brightness:
  Black                 [1]
  Dark                  [2]
  Medium                [4]
  Bright                [3]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [2] Makes it too easy to spot opponents.
  Brown                 [2] See above.
  Muted                 [3]
  Colorful              [4] As long as it's not too colorful.
  Blinding red          [1] Look, no cover!

08) Difficulty (I take this as the difficulty of getting the flag to the base without opponent fire, i.e. how severe the hazards are):
  Easy                  [4]
  Normal                [5]
  Hard                  [3]
  Very hard             [1] 
  Ultimate              [1]

09) [strike]Enemy[/strike]/hazard density:
  None                  [3]
  Few                   [4]
  Some                  [3]
  Lots                  [2] Rarely works.
  Tons                  [1]

10) Hazard types:
  Blocking              [2] For a CTF stage, I take this as a periodically blocked/unblocked path, which only works with at least two other paths.
  Damaging              [5] If there is a type of hazard, it should be probably this one.
  Trapping              [1] Death sentence to a CTF map. Inexcusable flaw. 
  Insta-kill            [2] There can only be one Nimbus Ruins. Death pits in moderation can be fine.

11) Amount of platforming:
  None                  [1] None at all makes the stage useless.
  Few                   [3]
  Some                  [4]
  Lots                  [3] But handle with care then...
  Tons                  [1] This makes the stage impossible to play.

12) Ring/powerup density:
  None                  [1]
  Few                   [2]
  Some                  [5]
  Lots                  [3]
  Tons                  [2]

13) Gimmicks (I take this as "how much does the gimmick affect  gameplay", because more than one gimmick is an instant 1 normally):
  None                  [3] Totally acceptable if the stage is well-designed otherwise.
  Few                   [4]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

14) Horizontal/vertical ratio:
  All/none              [1]
  Lots/few              [3]
  Some/some             [5]
  Few/lots              [2]
  None/all              [1]

15) Amount of scenery:
  None                  [2] Would still be functional, but a bit of an engaging look is always better.
  Few                   [3]
  Some                  [4]
  Lots                  [2] Clutter.
  Tons                  [1] Clutter and lag.

16) Amount of secrets:
  None                  [3] Perfectly acceptable as long as "secrets" doesn't mean power-ups.
  Few                   [4] 
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

17) Music tone:
  Ambient               [4]
  Upbeat                [3]
  Dramatic              [2]
  Suspenseful           [5]
  8-bit/chiptune        [1]
  Melodic               [3]
  Abrasive              [5]
  Lyrical               [4]
  Christmas Carols      [1]

18) Primary level theme:
  Best: Jungle, it's rare
  Worst: Alien Armageddon Zone


I included a bit of commentary where I deemed it necessary, but to clarify some stuff and to remind myself why I gave specific scores.
 
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Code:
01) Gametype:
  SP                    [5]
  Match                 [3]
  Capture the Flag      [3]
  Circuit               [3]
 
02) Level size/length:
  Very short/very small [2]
  Short/small           [3]
  Average               [3]
  Long/large            [4]
  Very long/very large  [4]
 
03) Room/hallway/section size:
  Cramped               [1]
  Small                 [3]
  Middling (~256 units) [3]
  Large                 [3]
  Huge                  [2]
 
04) Room/hallway ratio:
  All/none              [4]
  Lots/few              [4]
  Some/some             [2]
  Few/lots              [1]
  None/all              [1]
 
05) Amount of water:
  None                  [3]
  Little                [3]
  Some                  [3]
  Lots                  [3]
  Tons                  [3]
 
06) Level brightness:
  Black                 [1]
  Dark                  [2]
  Medium                [3]
  Bright                [3]
  Blinding              [1]
 
07) Level colo(u)r:
  Grey                  [2]
  Brown                 [3]
  Muted                 [3]
  Colorful              [4]
  Blinding red          [1]
 
08) Difficulty:
  Easy                  [2]
  Normal                [3]
  Hard                  [4]
  Very hard             [3]
  Ultimate              [2]
 
09) Enemy/hazard density:
  None                  [2]
  Few                   [3]
  Some                  [3]
  Lots                  [3]
  Tons                  [2]
 
10) Hazard types:
  Blocking              [3]
  Damaging              [4]
  Trapping              [3]
  Insta-kill            [2]
 
11) Amount of platforming:
  None                  [1]
  Few                   [2]
  Some                  [4]
  Lots                  [5]
  Tons                  [2]
 
12) Ring/powerup density:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [5]
  Tons                  [2]
 
13) Gimmicks:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [4]
 
14) Horizontal/vertical ratio:
  All/none              [1]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [2]
  None/all              [1]
 
15) Amount of scenery:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [5]
  Tons                  [2]
 
16) Amount of secrets:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]
 
17) Music tone:
  Ambient               [4]
  Upbeat                [3]
  Dramatic              [4]
  Suspenseful           [4]
  8-bit/chiptune        [2]
  Melodic               [3]
  Abrasive              [4]
  Christmas Carols      [1]
 
18) Primary level theme:
  Best: Can't decide. =S
  Worst: ...um...any overused themes, I guess. =P

...yeah, much of it's basically the same as SC's.
 
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Code:
01) Gametype:
  SP                    [3]
  Match                 [3]
  Capture the Flag      [5]
  Circuit               [3]

02) Level size/length:
  Very short/very small [1]
  Short/small           [2]
  Average               [4]
  Long/large            [5]
  Very long/very large  [4]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [1]
  Middling (~256 units) [3]
  Large                 [3]
  Huge                  [1]

04) Room/hallway ratio*:
  All/none              [1]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [3]
  None/all              [1]

05) Amount of water:
  None                  [5]
  Little                [1]
  Some                  [1]
  Lots                  [1]
  Tons                  [1]

06) Level brightness:
  Black                 [1]
  Dark                  [1]
  Medium                [3]
  Bright                [5]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [4]
  Brown                 [1]
  Muted*                [2]
  Colorful              [1]
  Blinding red          [4]

08) Difficulty:
  Easy                  [1]
  Normal                [1]
  Hard                  [1]
  Very hard             [1]
  Ultimate              [1]

09) Enemy/hazard density:
  None                  [1]
  Few                   [3]
  Some                  [1]
  Lots                  [1]
  Tons                  [1]

10) Hazard types:
  Blocking              [1]
  Damaging              [5]
  Trapping              [1]
  Insta-kill            [1]

11) Amount of platforming:
  None                  [1]
  Few                   [3]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

12) Ring/powerup density:
  None                  [1]
  Few                   [1]
  Some                  [1]
  Lots                  [5]
  Tons                  [5]

13) Gimmicks:
  None                  [5]
  Few                   [1]
  Some                  [1]
  Lots                  [1]
  Tons                  [1]

14) Horizontal/vertical ratio*:
  All/none              [3]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [2]
  None/all              [1]

15) Amount of scenery:
  None                  [1]
  Few                   [1]
  Some                  [4]
  Lots                  [5]
  Tons                  [2]

16) Amount of secrets:
  None                  [5]
  Few                   [1]
  Some                  [1]
  Lots                  [1]
  Tons                  [1]

17) Music tone:
  Ambient               [1]
  Upbeat                [5]
  Dramatic              [1]
  Suspenseful           [1]
  8-bit/chiptune        [2]
  Melodic               [2]
  Abrasive              [2]
  Christmas Carols      [1]

18) Primary level theme:
  Best: ERZ/Technological
  Worst: THZ1
NOTE: If something doesn't make sense here, it's because I didn't understand the questions/options(the google translator didn't translate some words).
 
Last edited:
NOTE: If something doesn't make sense here, it's because I didn't understand the questions/options(the google translator didn't translate some words).
put an asterisk * beside the ones you didn't understand or something?
 
Code:
01) Gametype:
  SP                    [5]
  Match                 [3]
  Capture the Flag      [3]
  Circuit               [4]

02) Level size/length:
  Very short/very small [1]
  Short/small           [2]
  Average               [4]
  Long/large            [5]
  Very long/very large  [4]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [2]
  Middling (~256 units) [3]
  Large                 [2]
  Huge                  [1]

04) Room/hallway ratio:
  All/none              [4]
  Lots/few              [5]
  Some/some             [3]
  Few/lots              [2]
  None/all              [1]

05) Amount of water:
  None                  [4]
  Little                [4]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

06) Level brightness:
  Black                 [1]
  Dark                  [2]
  Medium                [4]
  Bright                [2]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [3]
  Brown                 [3]
  Muted                 [2]
  Colorful              [5]
  Blinding red          [1]

08) Difficulty:
  Easy                  [4]
  Normal                [5]
  Hard                  [3]
  Very hard             [1]
  Ultimate              [1]

09) Enemy/hazard density:
  None                  [4]
  Few                   [5]
  Some                  [3]
  Lots                  [1]
  Tons                  [1]

10) Hazard types:
  Blocking              [3]
  Damaging              [2]
  Trapping              [4]
  Insta-kill            [1]

11) Amount of platforming:
  None                  [2]
  Few                   [3]
  Some                  [4]
  Lots                  [2]
  Tons                  [1]

12) Ring/powerup density:
  None                  [1]
  Few                   [1]
  Some                  [3]
  Lots                  [5]
  Tons                  [3]

13) Gimmicks:
  None                  [1]
  Few                   [2]
  Some                  [4]
  Lots                  [5]
  Tons                  [4]

14) Horizontal/vertical ratio:
  All/none              [2]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [3]
  None/all              [1]

15) Amount of scenery:
  None                  [2]
  Few                   [2]
  Some                  [4]
  Lots                  [4]
  Tons                  [2]

16) Amount of secrets:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

17) Music tone:
  Ambient               [4]
  Upbeat                [4]
  Dramatic              [2]
  Suspenseful           [3]
  8-bit/chiptune        [1]
  Melodic               [5]
  Abrasive              [1]
  Lyrical               [1]
  Christmas Carols      [1]

18) Primary level theme:
  Best: Ice
  Worst: Water/Ruins
 
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Code:
Gametype: SP [5] Match [4] Capture the Flag [5] Circuit [3]02
Level size/length: Very short/very small [2] Short/small [3] Average [4] Long/large [5] Very long/very large [5]03)

Room/hallway/section size: Cramped [1] Small [2] Middling (~256 units) [4] Large [5] Huge [3]04)

Room/hallway ratio: All/none [x] Lots/few [x] Some/some [x] Few/lots [x] None/all [x]05)

Amount of water: None [3] Little [3] Some [3] Lots [5] Tons [5]06)

Level brightness: Black [3] Dark [5] Medium [5] Bright [5] Blinding [3]07)

Level color: Grey [1] Brown [1] Muted [1] Colorful [5] Blinding red [1]08)

Difficulty: Easy [3] Normal [3] Hard [3] Very hard [3] Ultimate [3]09)

Enemy/hazard density: None [3] Few [3] Some [3] Lots [3] Tons [3]10)

Hazard types: Blocking [5] Damaging [5] Trapping [5] Insta-kill [5]11)

Amount of platforming: None [1] Few [2] Some [3] Lots [4] Tons [5]12)

Ring/powerup density: None [1] Few [2] Some [3] Lots [4] Tons [5]13)

Gimmicks: None [1] Few [2] Some [3] Lots [4] Tons [5]14)

Horizontal/vertical ratio: All/none [x] Lots/few [x] Some/some [x] Few/lots [x] None/all [x]15)

Amount of scenery: None [1] Few [3] Some [3] Lots [5] Tons [5]16)

Amount of secrets: None [1] Few [2] Some [3] Lots [4] Tons [5]17)

Music tone: Ambient [5] Upbeat [5] Dramatic [5] Suspenseful [5] 8-bit/chiptune [5] Melodic [5] Abrasive [5] Lyrical [5] Christmas Carols [5]

18) Primary level theme: Best: Something New (mall, hotel , sky, upside down beach!? Worst: Something Common everytime ( grass, fire, snow, canyon)

Someone explain ratio I don't know what it means.

EDIT: Why is the code messed up?
EDIT2: Fixed somewhat.
 
Last edited:
not until you make that readable god where did the line breaks go

ratio = how much of one to the other ffs just google it next time ok

next time try quoting instead of ctrl-c+ctrl-v
 
Last edited:
Code:
01) Which gametype are you answering for?
  Single Player

02) Level size/length:
  Very short/very small [1]
  Short/small           [2]
  Average               [3]
  Long/large            [5]
  Very long/very large  [4]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [3]
  Middling (~256 units) [3]
  Large                 [3]
  Huge                  [1]

04) Room/hallway ratio:
  All/none              [3]
  Lots/few              [4]
  Some/some             [3]
  Few/lots              [2]
  None/all              [1]

05) Amount of water:
  None                  [3]
  Little                [3]
  Some                  [4]
  Lots                  [3]
  Tons                  [2]

06) Level brightness:
  Black                 [2]
  Dark                  [4]
  Medium                [4]
  Bright                [3]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [3]
  Brown                 [2]
  Muted                 [4]
  Colorful              [4]
  Blinding red          [3]

08) Difficulty:
  Easy                  [1]
  Normal                [3]
  Hard                  [3]
  Very hard             [5]
  Ultimate              [4]

09) Enemy/hazard density:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [3]

10) Hazard types:
  Blocking              [3]
  Damaging              [4]
  Trapping              [2]
  Insta-kill            [3]

11) Amount of platforming:
  None                  [1]
  Few                   [1]
  Some                  [3]
  Lots                  [5]
  Tons                  [4]

12) Ring/powerup density:
  None                  [1]
  Few                   [3]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

13) Gimmicks:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

14) Horizontal/vertical ratio:
  All/none              [1]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [2]
  None/all              [1]

15) Amount of scenery:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [5]
  Tons                  [2]

16) Amount of secrets:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

17) Music tone:
  Ambient               [4]
  Upbeat                [3]
  Dramatic              [4]
  Suspenseful           [4]
  8-bit/chiptune        [1]
  Melodic               [5]
  Abrasive              [3]
  Lyrical               [1]
  Christmas Carols      [2]

18) Primary level theme:
  Best: Castle
  Worst: Void
 
Last edited:
01) Gametype:
SP [2]
Match [5]
Capture the Flag [4]
Circuit [3]

02) Level size/length:
Very short/very small [1]
Short/small [2]
Average [3]
Long/large [4]
Very long/very large [5]

03) Room/hallway/section size:
Cramped [1]
Small [2]
Middling (~256 units) [5]
Large [4]
Huge [3]

04) Room/hallway ratio:
All/none [4]
Lots/few [5]
Some/some [3]
Few/lots [2]
None/all [1]

05) Amount of water:
None [4]
Little [5]
Some [3]
Lots [2]
Tons [1]

06) Level brightness:
Black [2]
Dark [5]
Medium [4]
Bright [3]
Blinding [1]

07) Level colo(u)r:
Grey [2]
Brown [4]
Muted [5]
Colorful [3]
Blinding red [1]

08) Difficulty:
Easy [1]
Normal [4]
Hard [5]
Very hard [3]
Ultimate [2]

09) Enemy/hazard density:
None [3]
Few [4]
Some [5]
Lots [2]
Tons [1]

10) Hazard types:
Blocking [2]
Damaging [4]
Trapping [1]
Insta-kill [5]

11) Amount of platforming:
None [4]
Few [5]
Some [3]
Lots [1]
Tons [2]

12) Ring/powerup density:
None [1]
Few [2]
Some [4]
Lots [5]
Tons [3]

13) Gimmicks:
None [4]
Few [5]
Some [3]
Lots [2]
Tons [1]

14) Horizontal/vertical ratio:
All/none [3]
Lots/few [4]
Some/some [5]
Few/lots [2]
None/all [1]

15) Amount of scenery:
None [1]
Few [3]
Some [5]
Lots [4]
Tons [2]

16) Amount of secrets:
None [1]
Few [2]
Some [3]
Lots [4]
Tons [5]

17) Music tone:
Ambient [3]
Upbeat [3]
Dramatic [3]
Suspenseful [1]
8-bit/chiptune [1]
Melodic [3]
Abrasive [1]
Lyrical [1]
Christmas Carols [1]

18) Primary level theme:
Best: ___________________
Worst: __________________
 
This "survey" is dumb. The first question instantly conditions what I'd answer for all the other ones, because different designs are preferred by different gametypes. For instance, I'd prefer if a single player were long and intricate, but a smaller and simpler design is preferred for match. A single player or maybe even a circuit level can be vertically oriented, but match suffers greatly because players can be shot back down to the bottom of the stage.

tl;dr: pick a gametype, then ask us the questions
 
Code:
01) Gametype:
  SP                    [5]
  Match                 [5]
  Capture the Flag      [4]
  Circuit               [1]

02) Level size/length:
  Very short/very small [1]
  Short/small           [2]
  Average               [3]
  Long/large            [4]
  Very long/very large  [5]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [1]
  Middling (~256 units) [2]
  Large                 [3]
  Huge                  [5]

04) Room/hallway ratio:
  All/none              [4]
  Lots/few              [5]
  Some/some             [3]
  Few/lots              [1]
  None/all              [1]

05) Amount of water:
  None                  [3]
  Little                [3]
  Some                  [4]
  Lots                  [3]
  Tons                  [2]

06) Level brightness:
  Black                 [1]
  Dark                  [4]
  Medium                [4]
  Bright                [3]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [2]
  Brown                 [2]
  Muted                 [2]
  Colorful              [4]
  Blinding red          [1]

08) Difficulty:
  Easy                  [1]
  Normal                [2]
  Hard                  [3]
  Very hard             [4]
  Ultimate              [3]

09) Enemy/hazard density:
  None                  [3]
  Few                   [4]
  Some                  [4]
  Lots                  [3]
  Tons                  [1]

10) Hazard types:
  Blocking              [4]
  Damaging              [4]
  Trapping              [2]
  Insta-kill            [3]

11) Amount of platforming:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

12) Ring/powerup density:
  None                  [2]
  Few                   [5]
  Some                  [4]
  Lots                  [2]
  Tons                  [1]

13) Gimmicks:
  None                  [1]
  Few                   [2]
  Some                  [5]
  Lots                  [5]
  Tons                  [3]

14) Horizontal/vertical ratio:
  All/none              [1]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [4]
  None/all              [1]

15) Amount of scenery:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [5]
  Tons                  [5]

16) Amount of secrets:
  None                  [2]
  Few                   [2]
  Some                  [4]
  Lots                  [5]
  Tons                  [4]

17) Music tone:
  Ambient               [4]
  Upbeat                [3]
  Dramatic              [3]
  Suspenseful           [4]
  8-bit/chiptune        [3]
  Melodic               [4]
  Abrasive              [3]
  Lyrical               [3]
  Christmas Carols      [1]

18) Primary level theme:
  Best: Ice/Snow, Temple/Ruins
  Worst: Any overused theme
 
Code:
01) Gametype:
  SP                    [5]
  Match                 [3]
  Capture the Flag      [5]
  Circuit               [1]

02) Level size/length:
  Very short/very small [2]
  Short/small           [2]
  Average               [3]
  Long/large            [4]
  Very long/very large  [3]

03) Room/hallway/section size:
  Cramped               [1]
  Small                 [2]
  Middling (~256 units) [3]
  Large                 [3]
  Huge                  [3]

04) Room/hallway ratio:
  All/none              [3]
  Lots/few              [4]
  Some/some             [3]
  Few/lots              [2]
  None/all              [2]

05) Amount of water:
  None                  [1]
  Little                [4]
  Some                  [4]
  Lots                  [4]
  Tons                  [2]

06) Level brightness:
  Black                 [1]
  Dark                  [1]
  Medium                [3]
  Bright                [3]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [4]
  Brown                 [3]
  Muted                 [2]
  Colorful              [4]
  Blinding red          [2]

08) Difficulty:
  Easy                  [2]
  Normal                [3]
  Hard                  [4]
  Very hard             [3]
  Ultimate              [1]

09) Enemy/hazard density:
  None                  [3]
  Few                   [4]
  Some                  [3]
  Lots                  [1]
  Tons                  [1]

10) Hazard types:
  Blocking              [x]
  Damaging              [3]
  Trapping              [1?]
  Insta-kill            [2]

11) Amount of platforming:
  None                  [3]
  Few                   [3]
  Some                  [4]
  Lots                  [3]
  Tons                  [1]

12) Ring/powerup density:
  None                  [1]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [2]

13) Gimmicks:
  None                  [2]
  Few                   [3]
  Some                  [4]
  Lots                  [2]
  Tons                  [2]

14) Horizontal/vertical ratio:
  All/none              [2]
  Lots/few              [3]
  Some/some             [3]
  Few/lots              [3]
  None/all              [2]

15) Amount of scenery:
  None                  [1]
  Few                   [3]
  Some                  [5]
  Lots                  [3]
  Tons                  [1]

16) Amount of secrets:
  None                  [1]
  Few                   [5]
  Some                  [5]
  Lots                  [5]
  Tons                  [5]

17) Music tone:
  Ambient               [5]
  Upbeat                [4]
  Dramatic              [3]
  Suspenseful           [2]
  8-bit/chiptune        [5]
  Melodic               [5]
  Abrasive              [1]
  Christmas Carols      [3]

18) Primary level theme:
  Best: Anything out of the ordinary?
If you NEED a few, Midnight Mountain and 
Clockwork Towers are probably my favorites.
  Worst: Canyon Themed. Really nasty with
pretty much EVERY crosshair
 
This "survey" is dumb. The first question instantly conditions what I'd answer for all the other ones, because different designs are preferred by different gametypes. For instance, I'd prefer if a single player were long and intricate, but a smaller and simpler design is preferred for match. A single player or maybe even a circuit level can be vertically oriented, but match suffers greatly because players can be shot back down to the bottom of the stage.

tl;dr: pick a gametype, then ask us the questions
If you knew what this survey was for, you'd know that the dumbness is the appeal. But yeah, if this was meant to be useful, you'd be right.
 
Code:
Give each level element a numerical rating from 1-5; please place your rating in the box, in place of the x -- empty or unaltered boxes will not affect the final tally. You can use the same number in multiple boxes in a section.
  1 - You would be furious if this element was present in a map
  2 - You would rather this element not be in a map
  3 - This element would not affect your enjoyment of a map
  4 - You would rather this element be in a map
  5 - You would love anyone who placed this element in a map

01) Which gametype are you answering for? (go ahead and fill out multiple surveys if you want I guess)
Single Player.

02) Level size/length:
  Very short/very small [2]
  Short/small           [3]
  Average               [3]
  Long/large            [4]
  Very long/very large  [4]

03) Room/hallway/section size:
  Cramped               [2]
  Small                 [2]
  Middling (~256 units) [2]
  Large                 [4]
  Huge                  [4]

04) Room/hallway ratio:
  All/none              [5]
  Lots/few              [4]
  Some/some             [3]
  Few/lots              [2]
  None/all              [1]

05) Amount of water:
  None                  [3]
  Little                [3]
  Some                  [3]
  Lots                  [3]
  Tons                  [2]

06) Level brightness:
  Black                 [1]
  Dark                  [3]
  Medium                [3]
  Bright                [3]
  Blinding              [1]

07) Level colo(u)r:
  Grey                  [1]
  Brown                 [2]
  Muted                 [3]
  Colorful              [4]
  Blinding red          [1]

08) Difficulty:
  Easy                  [3]
  Normal                [3]
  Hard                  [4]
  Very hard             [2]
  Ultimate              [2]

09) Enemy/hazard density:
  None                  [3]
  Few                   [3]
  Some                  [3]
  Lots                  [3]
  Tons                  [3]

10) Hazard types:
  Blocking              [3]
  Damaging              [3]
  Trapping              [3]
  Insta-kill            [3]

11) Amount of platforming:
  None                  [2]
  Few                   [3]
  Some                  [3]
  Lots                  [4]
  Tons                  [4]

12) Ring/powerup density:
  None                  [2]
  Few                   [3]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

13) Gimmicks:
  None                  [2]
  Few                   [3]
  Some                  [3]
  Lots                  [4]
  Tons                  [2]

14) Horizontal/vertical ratio:
  All/none              [2]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [5]
  None/all              [5]

15) Amount of scenery:
  None                  [2]
  Few                   [2]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

16) Amount of secrets:
  None                  [2]
  Few                   [3]
  Some                  [3]
  Lots                  [4]
  Tons                  [5]

17) Music tone:
  Ambient               [4]
  Upbeat                [4]
  Dramatic              [4]
  Suspenseful           [3]
  8-bit/chiptune        [4]
  Melodic               [4]
  Abrasive              [2]
  Lyrical               [2]
  Christmas Carols      [4]

18) Primary level theme:
  Best: Custom Textures/Mashup
  Worst: Beach or DSZ or just another Everyone Loves a Factory
 
Oh wait, he changed the survey. Well, I hoped you'd let it stay that way, because that would have led to a more pronounced "Most Wanted Song" effect, but whatever. I'll go ahead and answer for each gametype because I'm awesome like that.

EDIT: I also like how BZ4 stayed true to his "Anti-hallway" stance quite literally.
 
I don't see why moderate amounts of hallways, in both single and multiplayer, is such a bad thing. Hallways break up the action somewhat in single player and provide a lull in the action so you can catch your breath between hazards. Transition periods between gimmicks are highly important. In multiplayer, hallways both provide a method of breaking up rooms as well as providing generally cramped quarters to try to force your opponent into. I'm quite fond of trying to force my opponent into the caves in JCZ, for example.

The answer to every question on the survey is the moderate one, by the way. I don't see the point of the survey at all, because we all know the answer.

A far more interesting survey would be something along the lines of "Rate the following gimmicks on a scale of 1-5" and listing a ton of mechanics commonly seen in map design.
 
Mine's done.
Code:
01) Which gametype are you answering for? (go ahead and fill out multiple surveys if you want I guess)
Single Player

02) Level size/length:
  Very short/very small [1]
  Short/small           [3]
  Average               [4]
  Long/large            [3]
  Very long/very large  [3]

03) Room/hallway/section size:
  Cramped               [1] Unless it's a zoom tube.
  Small                 [3]
  Middling (~256 units) [4]
  Large                 [4]
  Huge                  [2] Too big and you start getting visual errors

04) Room/hallway ratio:
  All/none              [3]
  Lots/few              [3]
  Some/some             [4]
  Few/lots              [4]
  None/all              [2] This isn't Doom anymore.

05) Amount of water:
  None                  [3]
  Little                [4]
  Some                  [4]
  Lots                  [3]
  Tons                  [3] Water levels

06) Level brightness:
  Black                 [1] I can't See
  Dark                  [3] If it's like that dark tunnel from Egg Base in SRB2 Christmas, but only in small areas or inaccessible areas
  Medium                [4] Standard lighting
  Bright                [3] As long as I can see
  Blinding              [1] How would you even pull this off?

07) Level colo(u)r:
  Grey                  [3] Just make sure there's rain.
  Brown                 [2] Too much brown in games these days.
  Muted                 [3]
  Colorful              [4] 
  Blinding red          [1] This isn't Sonic doom 2 here

08) Difficulty:
  Easy                  [3] Cakewalk
  Normal                [4] Standard
  Hard                  [4]
  Very hard             [4] Eggrock as Sonic on certain paths
  Ultimate              [3] Chaos, just pure chaos

09) Enemy/hazard density:
  None                  [x]
  Few                   [x]
  Some                  [x]
  Lots                  [x]
  Tons                  [x]

10) Hazard types:
  Blocking              [3]
  Damaging              [3]
  Trapping              [3] just make sure that there is a way out
  Insta-kill            [2] Ok if the level isn't a death trap

11) Amount of platforming:
  None                  [1] It's not a kart racing game
  Few                   [2] needs more than this
  Some                  [3]
  Lots                  [4]
  Tons                  [2] Yikes! A little overboard, ya think?

12) Ring/powerup density:
  None                  [1]
  Few                   [1]
  Some                  [4]
  Lots                  [3]
  Tons                  [2]

13) Gimmicks:
  None                  [3]
  Few                   [3] I like the Experimental kind
  Some                  [3]
  Lots                  [2] 
  Tons                  [1]

14) Horizontal/vertical ratio:
  All/none              [x]
  Lots/few              [x]
  Some/some             [x]
  Few/lots              [x]
  None/all              [x]

15) Amount of scenery:
  None                  [2]
  Few                   [3]
  Some                  [4]
  Lots                  [3]
  Tons                  [2]

16) Amount of secrets:
  None                  [3]
  Few                   [3]
  Some                  [3]
  Lots                  [2]
  Tons                  [1]

17) Music tone:
  Ambient               [1] Way to much of this is being used in games today instead of real music that allows you to remember what it came with.
  Upbeat                [4]
  Dramatic              [4]
  Suspenseful           [4]
  8-bit/chiptune        [5]
  Melodic               [3]
  Abrasive              [3]
  Lyrical               [4]
  Christmas Carols      [4] At the very least, we could of kept them in for a better Ice music selection for the OLDC mutiplayer levels.

18) Primary level theme:
  Best: Techno Nature A fusion of Technology and Nature like Sonic Chaos' Mecha Green Hill.
  Worst: Intentional N00b15h 

bonus) What's your opinion on each gametype?:
  SP                    [5]
  Match                 [4]
  Capture the Flag      [4]
  Circuit               [3]
 
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