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How to test a map

Posted: Mon Sep 02, 2013 8:50 pm
by maximilien
Hi everybody!

Sorry for my English, it's not my native language... :oops:

I create a map for Grimrock (15 levels), but I have a big problem with the balancing.
I have finished the original game two times, so I have an idea of the mobs evolution in level etc... but It's not very accurate for a good custom map.
And I dont think there is tool for this in the editor...

I play a level, when I finish it, I look the experience of the champions and I write it, and when I want to test de level after, I make a button with a Champion:gainExp(amount) LUA script for simulate the continuity. After I can see what kind of monster I can put in the level...
But it's not very user friendly... :D

How do you do for the balancing of your maps??

Thanks very much for your responses! :)

Re: How to test a map

Posted: Mon Sep 02, 2013 9:38 pm
by msyblade
You know, I just make it gradually harder as it goes on. The best way to know if you're getting the correct ratio/curve of difficulty, is through having people playtest it before you release. It is the most viable way to know whether it is too easy or too hard on the players. I think there is a spreadsheet around here somewhere with loose guidelines, but it could be said that it would pigeonhole us as creators. Some of us build story dungeons, some build combat dungeons, and some build puzzle dungeons. I, personally have to add constant exp awards from a script because I don't use enough combat to allow the party to level up much. Item scaling is much harder, (especially if you use many custom assets) though some of that is addressed through minimum requirements. And if you've played through the game you are familiar with their capabilities enough not to put a sword of nex in the opening room. Another balance constantly overlooked, is food. Either forgotten completely at first, or overcompensated so much that part of the challenge doesn't exist. I think the party should have not quite enough for everyone.Saaay, 2 pieces when 4 are hungry, etc. Food for thought!

Re: How to test a map

Posted: Tue Sep 03, 2013 10:15 am
by Drakkan
your method is quite fine, I often create some uber weapons for testing purposes (like some dagger with 1000 attack) just to quick walktrough the dungeon. Still, testing is not just about difficulty, you definitely need some betatesters or players which will provide you with some feedback and find many issues / bugs in dungeon. There are also some light "softwares" on the forum, which can evaluate many things, like difficulty, overall experience etc... just try browse around :)