![]() Ensure the base functionality remains stable throughout the play time.Verify that players do not spawn in front of enemies.Verify that players can spawn in safe and fair locations.Verify that both teams have equal opportunity for item pickup and usage.Verify that map layout is balanced and fair for both teams.Verify that there are no overly advantageous vantages and/or control points.Verify that mode object placement is fair and balanced.Verify that all mode objects spawn on map and function correctly.Verify that players who leave and join the map don't cause instability.Verfiy that all Weapon, Equipment, Grenades, and Vehicle spawns function correctly.Maps should include representative and appropriate screenshots.Map should have a description with proper spelling and grammar that doesn't violate the Xbox Community Standards.Map should have a name with proper spelling and grammar that doesn't violate the Xbox Community Standards.All map data should be built before publishing.Winning Team Outro object is setup and functions properly.Team Intro Cameras are setup and function properly.Map Intro Cameras should not move fast or be aimed at angles that would disorient players.At least three Map Intro Cameras are setup and function properly.This helps players intuitively navigate the level, understand sightlnes (where can I get shot from?), and know where their grenades will bounce. Make sure the difference between windows and doors is clear to players.It should be obvious if a player is or isn't going to fall to their death.Streets is a good example of a well lit map set at night.When in doubt, refer to official 343 maps lighting values.Players should be always be illuminated and geometry should never be so dark that you cannot understand the depth or shape of the map.Lighting levels should at least make it easy for players to see each other. Interactable objects are clearly messaged to players.Non-interactable objects never look interactable.(Dependent on the modes that will be played on them) Spawns are all configured correctly and work as intended for each mode setup.This height buffer also allows for players to save themselves with the Grappleshot. If players can fall to their death, build the map high enough so players feel like they’ll die.This is very important for Grapple and Repulsor play.Clear delineation between playable and non-playable spaces.Out of bounds areas on top of geometry should be higher than the highest playable space.No return to battlefield unless aerial vehicles are in the map.Skill jumps and skill moves should be intentional.Players cannot hide on little ledges and small geometry above the playable area.Players cannot hide in death pits or crannies.Buffer zone between clamber and no clamber.No toe clambers (clambering on geometry that's very short).Players shouldn't hit their head when trying to jump from one ledge to another.Players cannot get hung up on geometry that is very small.Map Collision is smooth and traversable.All sandbox items should be spawned from pads (ie, no weapons leaned up against the wall, etc).Equipment and grenades should be set to Static.Weapon racks should be configured correctly and use Random Item Selection.The map author(s) should identify which mode(s) their map is intended and setup for.Mode objects should be setup and work as intended there should be no mode bugs.All easter eggs should be declared along with steps to unlock them.No maps can be remakes from other IPs or be representative of other IPs.All content needs to fall within the Xbox Community Standards and Spartan Code guidelines.
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