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First the difference between Bad feedback and Good feedback:
BAD FEEDBACK: Pure unconstructive whining and moaning.
- "The map sucks" (Doesn't need any explanation)
- "It has bad item placement" (Provide examples, if possible, suggest solutions)
- "The map is badly designed" (See above)
- "It has [insert forbidden weapon here]" (especially when care has been taken in order to limit these weapons' damage with the design of the map itself)
GOOD FEEDBACK: Has the intention of helping the mapper to improve their skills. If possible, also suggest solutions.
- "Placing the Amplifier near the ASMD is bad for the balance of the map."
- "There are no safe places from the Rifle, it breaks the map as it is."
- "The Eightball's position favors spamming and it destroys the flow of the map."
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CHECK LIST FOR MAPPING AND TESTING (May require a bit of help, suggestions are welcome)
(Also may help with design decisions)
IN GENERAL
- Can any player be visible at all times? (i.e. is the map well-lit)
- Is there any bug in the map?
- Is it intended, unintended and will be fixed, or unintended but won't be fixed?
- Can the bots navigate the map well in botmatches?
- How easy is the map to navigate?
- How obstructive are the hazardous areas to the map's flow?
- Can the player remember key areas of the map without having to resort to location names?
- How well distributed are the items across the map?
- Is there a cache of powerful weapons and items somewhere in the map?
- How worthy are the items near the hazardous area? And in the area itself?
- Deathmatch:
- Are there spots for hiding? How easy is to locate them?
- How many chokepoints are in the map?
- How easy is the map to navigate?
- How easy is the enemy base/objective to find?
- How easy are the bases to attack?
- How easy are the bases to defend?
- How long does it take to capture a flag in the shortest route without translocating/trickjumping?
- How long does it take to capture a flag in the longest route without translocating/trickjumping?
- Aside of the enemies, was there another obstacle which broke too much the flow of the map?
- How many routes does the map have between the flags (not the bases)?
- UT: Since the map will be played in Instagib mode...
- Are the chokepoints well protected from possible campers/snipers?
- Is there any hazardless (including water) route protected from snipers?
- Do the corridors contain any kind of cover?
- How easy is to make a flag capture? (CTF)
- How easy is to attack the enemy base? (CTF/Assault)
- How easy is to find a control point?
- How easy is to capture a control point?
- How easy is to maintain the control of a control point?
- How easy is the map to navigate?
- How easy is for the player to get lost and not being able to know where they are at a certain point?
- Is it easy to backtrack to the navigable area?
- Is the loop area intended to be part of the navigable area?
- Does the monster placement make sense (ambushes, triggered events, boss fights, objective guarding, smaller monsters guarding an entrance, swarms in traps being there to harass the player, mid-tier and high-tier monsters guarding objectives...)?
- Does the monster difficulty grows as the player approaches to the final objectives or the boss?
- How long does it take to complete the map?
- How easy is to find the map's objectives?
- Are there shortcuts in the map? How difficult is to go through it?
- Campaigns: Which functions do the maps take in the whole pack? Does the map order make sense?
- If there's a liquid area and the player isn't hurt/killed by it (nor is the player supposed to be killed by it) how easy is to exit the area? How easy is also to return to the combat area?
- Are there any drastic texture scaling or bad alignments that distract the player? (Suggested by Buster @ OldUnreal)