For my map, I was given the advanced difficulty level, so I modified my map and enemies to reflect the new rules. I kept the post apocalyptic alien theme, but with a slightly different story. In order to make the levels work together story-wise, each of the levels took place in some kind of prison, with the characters breaking out their friends from their cells in each level. Mine took place on an alien prison ship, and players must first break out their friends, then defeat the enemies and the bosses in order to capture and escape the ship.
During my playtest, my playtesters had fun learning about the items placed about the map, and the story behind some of them. The thermos of stew was a particularly popular one, as it was a funny yet fitting item for this map. The enemies were also just strong enough that it still entertained and challenged players. They enjoyed stealing each others kills, racking up points competitively. My playtesters liked the implementation of a puzzle to unlock the first door, and the various space-themed keys and items used to unlock doors and heal the players. The skeleton keys were identified as a funny way to unlock chests, however it was still fitting as it kind of went along with the thermos of stew.
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| The Map |
I think the map overall did well, however the final boss may be a little overpowered. Although I did give the players plenty of health potions, it was still relatively difficult to defeat the final boss. Considering it’s the final boss of all 3 levels, one might expect it to be rather difficult to defeat it, however it was almost a little frustrating to defeat the boss. I also feel that if you played the rogue the map would be pretty difficult for you to play through as the enemies have relatively strong attacks and can follow you should you choose not to fight them.
The path was generally pretty straight forward. There is one part of the map where it branches off to a shadowed room, which characters must illuminate and unlock in order to access the room where two vital keys were. This could be considered a little obscure, however, due to the locked door where the general and enemies are, they are forced to explore that part of the map.
The overall flow was very smooth, with no dead ends or unnecessary corners or rooms. It was very straight forward, going from one end of the map to the other. The pacing and placement of enemies eased players into the action, and had a good combination of battles, puzzle solving, and exploration.
As the items were relatively close to the puzzle they were associated with, and with a bit of narration, it was easy to teach the players how to use the different items. For example, the severed hand was obviously the key to the electronic keypad. The flashlight was in the chest near the darkened corridor, and the keys were only found after the players found one of the locked chests.
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| The Map Key |
The main circulation elements were the corridors that connected the rooms, some stairs, and the two “lobbies” - the prison cell where they start, and the final control room. This map is more about puzzles, and thus the balance of circulation elements to rooms (where action occurs) means there are a lot more rooms.
Working on my map with a team was really fun and helpful. We all coordinated and had similar ideas to how our maps would flow, but with each of our own twists. My map was definitely more about puzzles than enemies, while one of my teammate’s maps was definitely enemy heavy. We knew since our maps were so different from the beginning that we would create a new story that would allow us to keep our existing maps, but create a consistent theme to link our slightly different maps and styles. I enjoyed working in a team and would definitely do it again.
I think my map was a success. It definitely still isn’t perfect, and I would expand my map if I had the time to. I think this map has the potential to expand into a bigger story with more puzzles and enemies to defeat, and would make for a great adventure. With how much my playtesters had fun with this playtest, I think players could really enjoy a new and improved map.