Giving Map Feedback⚓︎
This article is to provide some general guidelines for providing feedback for maps, whether it’s the end of the season, you’re participating in map testing pugs, or you’ve signed up for a map cup. This guide will help improve the way you give your feedback to be more constructive and usable for map developers. While all feedback is appreciated, some are more useful for mappers than others. This article will also detail things mappers are usually looking for when it comes to giving feedback.
DON’T: Give vague feedback. DO: Be specific about what you like/don’t like and why.
DON’T: “This box sucks.” DO: “I feel like this box lets classes that shouldn’t be able to get high ground on this point get there too easily.”
Giving feedback that is too vague doesn’t help mappers understand what exactly the problem you have with a specific part of a map is. This makes it difficult to implement changes that fix the problem. When you give specific feedback on a problem, it allows mappers to come up with a solution that solves the issue, rather than changing it in a way that doesn’t.
Additionally, it can help if you provide feedback regarding specific classes. Not only can you likely provide better feedback for the classes you main, but mappers don’t play every class either.
DO: “The second point is hard for engineers on defense as there aren’t enough ammo packs to rebuild after being pushed out of first. Some more ammo packs, or potentially increasing their size, would help with this problem.”
DON’T: Provide critical feedback with no direction. DO: Suggest potential fixes with your critical feedback.
DON’T: “This sniper sightline is too long.” DO: “This sniper sightline is too long, you should put a wall or a fence here to shorten it.”
This ties into being specific with your feedback, but also giving suggestions can help mappers figure out potential changes that fix the problem more easily. Some mappers don’t have high-level competitive experience, so your feedback can help them implement fixes that are more in line with what we want from a competitive map. Make sure you include what the intention of your potential fix is, so mappers can make sure it works.
DON’T: Just give critical feedback. DO: Say what things you like about a map as well.
DON’T: “This map sucks.” DO: “I’m not a fan of the flow of first - I think the offense can fail to push really easily - but I think the changes you’ve made to second really help the defensive team establish a proper hold.”
While critical feedback is very important when it comes to improving a map, only hearing about how parts of your map are bad can be very demoralizing. Giving feedback on what parts of a map you like, especially if they’ve been changed since you last tried the map out, helps mappers feel good about the progress they’re making. It also allows them to focus on other parts of the map. Providing good feedback about a given area means it will be less likely to be changed in the future, whereas if you don’t say anything, the mapper might make different changes to the area.
If you follow these suggestions, the feedback you provide to mappers will be much more useful, and they’ll be able to improve their maps more easily. We all want the maps we play to be the best they possibly can be, so thank you for taking the time to test maps and provide feedback.