Criticism Do's and Dont's

Skyward Shoe

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Over the past few years in the forging community, I've found that most people are pretty good about giving and taking feedback respectfully. That said, not everyone is, and when it goes bad it seems to go bad quickly and climactically. This thread will go over some of the basics of how to give and receive feedback in a respectful manner conducive to an atmosphere of growth and improvement.

1. Giving Feedback

Before giving feedback, make sure you have at the very least downloaded the persons map and taken a walk around it. Look at it in detail and try to draw some conclusions about what you are noticing. After that play it if you are able and if nothing seems game-breaking or extremely unpleasant. Play multiple games if you can, possibly taking notes on what you notice. When posting the feedback over a forum such as this one, make sure to keep emotions as neutral as possible and to do your best to be unoffensive. What may not bother you may annoy or offend others, so it is best to keep feedback for people you don't know professional. Make sure the person understands how much time you spent looking at the map and whether or not you played it at all (not playing the map is not a reason for them to reject your feedback, which I will discuss later.) Finally, understand that your experience was only one possible angle, and that further testing or a different viewpoint may make your feedback irrelevant. Even so, make it clear that this is what you saw and try to supply some reasonable suggestions to fix the issues, though remember that they may not be taken. Sometimes maps simply can't be fixed to play very well. However, very few people want to hear this so you must be able to back up your argument and make sure they understand why it doesn't work and how they could do things differently in another map.

2. Receiving Feedback

When receiving feedback from someone else, always remember to take it with a grain of salt. You may not agree with the feedback, you may even flagrantly disagree, but don't waste your time explaining to the person why they are wrong. After all, they just took the time to freely help you out with your map. Simply thank them for the feedback, and judge it for yourself. Almost all feedback, even that which seems blatantly wrong, is worth looking into. The person may have been wrong, but even going back and confirming that something is not a problem helps you in the long run. A forger must always be open to feedback, whether they like it or not. It is still the forger's choice to integrate the changes or not, so do not feel threatened if people say your map needs large changes or may even be unfixable (make them explain themselves in this case of course.) In the end, the best thing to do is simply look into their suggestions and be open minded about what is really going on on your map.

What one should not do is reply with a long argument about why your map doesn't have the problems other say it has. Many forgers get defensive about their designs or take offense at the way someone gave the feedback. Always assume that people are not trying to be offensive in a post unless it is truly blatant, at which point you should take the higher ground and remind them to act more appropriately. Maturity is key when dealing with criticism, and the worst you can do is stoop to the level of the other person. If they are truly belligerent about it and are yelling at you it is best to ask them to leave the conversation.

Here is an example of a good response to feedback that you found ridiculous or completely baseless:

"While I do not agree that my map has these problems, and I have never heard of anyone else having them, I will look into them just in case. Thank you for the feedback."

This response is clean, short, gets the point across, and does not risk starting an argument. Even in the case of a total idiot or troll giving you feedback, maintaining professional speech will give them no ammo to use against you and will bore them. In drastic cases it is also a good idea to simply stop replying to the person early on and ask a moderator to remove their comments.

3. Common Flawed Arguments

There are many arguments that people try to use when receiving criticism that are fundamentally flawed. Getting these as responses to feedback is frustrating, and understanding why they do not work and being able to articulate it is key.

• "Your feedback is invalid because you did not play the map, you only looked at it/ walked around it in Forge."

This is one of the biggest cop-out arguments there is for forgers. It has been proven time and time again that even a decent forger can look at a map in forge for a while and gain an understanding of some of its flaws and weaknesses, especially if there are large ones. I would never argue that everything can be understood, and playing the map will always give one a better understanding than just looking at it, but a lot can be learned by analyzing a map in forge. Forgers who have been around a while recognize things that they have watched others do or that they remember doing themselves, things that may seem like a good idea at the time but rarely play well. An example of this would be building a giant bridge map connecting 2 distant land masses, or having a series of long tunnels in a map with no line of sight blockers or alternate routes. Forgers can often tell that a map has problems without playing on it because, in essence they HAVE played on maps with similar concepts many times. Some things will be different, but the largest flaws will still have the same effects. There are always those 0.1% of maps that somehow pull it off alright, but in almost ever situation it is easy to tell if a map has large issues before a game is even started. Playing the map is helpful for feedback, but definitely not always necessary.

• "I had my friends look at the map, and they liked it, so you must be biased against me or my map."
• "My friends are great forgers and they like it, so you must be wrong."

These arguments are fallacious because they assume a number of things that may or may not be true: That the reviewer is biased, that the friends are actually good designers/ forgers, that the friends are right, and that more people saying something makes it the correct thing. "That millions of people share the same forms of mental pathology does not make these people sane." – Erich Fromm, The Sane Society. Similarly, that all of someone's friends like a map does not make that map good. The same argument can be made for certain maps or weapons in Halo 4, but that is another thread. Assuming how someone feels about a map is also baseless, as you can't truly know how they feel over the internet.

• "You're just telling my map map is bad to make yourself look good and keep me down!"

This one is just plain insulting. It takes a lot of time and effort to help people out with their designs while working on improving your own and trying to live life (not to mention it's finals week as I write this!) To tell someone who just went out of their way to help you that you are working against them is about the most insulting thing you can say to them. This is a situation in which it is time to call the person out and ask them to grow up or get out.

• "I've been forging for years/ I'm a level designer/ I have more experience than you."

This is a logical fallacy. While experience helps, the quality of a map speaks for itself. Even good, experienced forgers can make bad maps at times. Having level design experience or having experience in another program also does not transfer over to forge necessarily. Similarly, the halo sandbox is different from other sandboxes, so even someone who has designed for Counter-Strike may not make a map that is particularly good for Halo. Finally, a high quantity of maps made does not equal high quality maps made. 38 bad maps are still bad maps. As I sated above, the quality of a map speaks for itself.

Conclusion

The Halo Community, especially the forging community, is a great place to go for honest feedback. This feedback may be harsh, but as long as a level of respect is maintained you can gain a lot by both giving and receiving criticism. Remember, the goal of anyone giving you feedback is to help you better understand forging/ design in general as well as to improve your map, so make sure this is always the reason you are giving feedback as well. Respect, open-mindedness, and healthy skepticism are the keys to unlocking your forging potential.
 

Master Debaytes

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Dec 31, 2012
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I feel like most people need to learn to take criticism nowadays more than anything. You tell someone that something is wrong with their map and not only to they not make the suggested changes but they often get offended by your feedback...

People need to read this. Great write up Shoe.
 

NinetysBorn

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Jan 29, 2013
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I'm just going to be honest.
I dedicate this to all the dumb asses and little kids who couldn't realize I was just trying to help. Bye.
Oh great thread by the way lol thanks Flying Shoe
 
In my experience I really don't gain anything from good feed back. I always ask if there is any issues with the map or things they would change.

The critique is where you get a true understanding of a map and a new perspective. Actually this is true in life. If someone suggests a different way of doing something, listen! Even if it doesn't work for you, it will help you understand that type of person, and it will possibly prepare you for something in the future.
 

H2AK0N

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Feb 2, 2013
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I always hate it when someone says "my friends liked it so it must be fun". Good friends can have a fun time playing together on any map - no matter how bad, I know this from experience when even though me and my friends used to play terribly broken maps back on Halo 3 all of us still had a great time just being together. If you really want to see if a map is good try playing with a group of complete strangers and if you all enjoy yourselves then the map has a higher chance of being well made. Just my opinion though ;)
 

Hadokenchild

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Mar 6, 2013
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Great read Shoe, I agree with this completely. I recently read a few map threads that have exploded into juvenile tirades that eerily fit your article to a T. Visit the THFE forums at all? ;)
I would like to add that during testing, it's wise to have players who are really skilled. Be it either slaying or jumping or even working well with a teammate, putting these players on a map can expose flaws not readily noticeable from friendly casual play. I remember bringing in a few players whose sole purpose was to break the map, either by escaping it or finding a hiding spot that unbalances it. Also, never underestimate the feedback of a try-hard. As long as they are made aware of what type of map you are making, and they aren't jerkholes, they can give you valuable information to make the map more balanced.
 

Skyward Shoe

Platinum in Destiny
Dec 24, 2012
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Great read Shoe, I agree with this completely. I recently read a few map threads that have exploded into juvenile tirades that eerily fit your article to a T. Visit the THFE forums at all? ;)
I would like to add that during testing, it's wise to have players who are really skilled. Be it either slaying or jumping or even working well with a teammate, putting these players on a map can expose flaws not readily noticeable from friendly casual play. I remember bringing in a few players whose sole purpose was to break the map, either by escaping it or finding a hiding spot that unbalances it. Also, never underestimate the feedback of a try-hard. As long as they are made aware of what type of map you are making, and they aren't jerkholes, they can give you valuable information to make the map more balanced.
It's often a good idea to play with all types of players, sometimes with more skilled ones, sometimes with less skilled ones to see what all audiences think. Very competitive players can be good to bring on for some things, though you have to find ones who aren't... yeah... Getting map breakers is also a god idea. They usually find more ways than you would expect to break the map.

And this article has EVERYTHING to do with the 343i forums. Specifically the receiving feedback section and the BS arguments section.
 
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Small tangent about testing:

One of the best tests of a map is a game of oddball. This game organically explores the map while exposing the unbalanced sections of a map. If there is a spot that is too strong and maybe needs another route, oddball will find it in one game usually. If your map is fun on oddball, chances are it will be good for every other competitive style game.
 

Skyward Shoe

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I'm not sure Oddball is exactly the best game mode for testing, as it doesn't really fit well on all competitive maps. Generally you should test maps with the game modes you designed them for, so if oddball is in that category then that's fine, but it's not a test-all. Especially for anything larger or smaller than 4 v 4, or anything vehicle based.
 
While it may not be the end all be all of testing, it does highlight areas of maps that may be unbalanced even if the map isn't made for oddball. I just use it as a test for map layout, design and flow. Obviously if it's a ctf map it will be best for that, but exposing an over powered sniper perch or shotgun hall can mitigate frustration during ctf.
 

Psychoduck

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While it may not be the end all be all of testing, it does highlight areas of maps that may be unbalanced even if the map isn't made for oddball. I just use it as a test for map layout, design and flow. Obviously if it's a ctf map it will be best for that, but exposing an over powered sniper perch or shotgun hall can mitigate frustration during ctf.
There is some truth to this. On maps which support oddball, it can indeed highlight areas that need work. However, getting into larger player counts this doesn't exactly work well. Also, and area may become too powerful in oddball while still being necessary in other modes.

To add to this, it is essentially something which will work in some cases. However, it's nothing I would use consistently across competitive maps. I have an example and a counter-example to the point you brought up. On my map Skydock, it was found during Oddball that one corner of the map was quite powerful. The reason this works is that in Oddball, players move the objectives, rather than players moving in accordance with set objective locations. So, when players can bring the objective to a single location on a map, thus focusing every players' attention on that single area, it can be an interesting test. If a team can easily hold that one area with an objective then it may be indication that that area is too powerful in other modes. However, and this is my counter-example, this was not the case with Skydock. Yes, this corner was too powerful in Oddball. However, the map supports a slayer-only banshee which completely negates the issue in slayer. This may be a special case, as game-specific weapons and vehicles are rare. however, it goes further than this. In One Flag CTF, this location which proved to be too powerful in oddball proved to be necessary for a team to hold and push through while attacking the flag. This area which didn't work in Oddball was one of the areas which specifically made One Flag work.

In short, Oddball can be indicative in some scenarios. However, you have to be careful as several other factors come into play.
 
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ShockBolt21

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You may not agree with the feedback, you may even flagrantly disagree, but don't waste your time explaining to the person why they are wrong.
What one should not do is reply with a long argument about why your map doesn't have the problems other say it has.
Disagree. Everything else was quite well written. I also hope that your post encourages more people to give feedback to their fellow forgers.
 

Skyward Shoe

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Disagree. Everything else was quite well written. I also hope that your post encourages more people to give feedback to their fellow forgers.
I have this in there because it is the number one reason why these big arguments get started. It doesn't matter to the quality of your map whether or not you tell the person that they are wrong, only to your ego. What matters is what you actually do to the map. You don't have to take the advice, but you also don't need to waste time and risk starting an argument with someone who has a different viewpoint.
 

ShockBolt21

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I have this in there because it is the number one reason why these big arguments get started. It doesn't matter to the quality of your map whether or not you tell the person that they are wrong, only to your ego. What matters is what you actually do to the map. You don't have to take the advice, but you also don't need to waste time and risk starting an argument with someone who has a different viewpoint.
True, I guess it could be pointless. But I haven't experienced or seen any of the huge arguments you mentioned. I've been guilty of this twice. X5100 gave me a detailed and well written review on Scorpion Dominance at Forge Cafe, and I gave him a response at least twice as long giving my opinion on his ideas (I also did this for his review on Battleship). There was no ferocious argument- two or three posts later and we both came to an agreement on what would be best for the map. And yes, I did remember to thank him for his feedback.
 
A little discussion is ok, but I've seen it where the author comes back and tried to refute every single point the person giving feedback brought up, after asking for feedback in the first place.
I agree with you here. Obviously one player's review or one play test shouldn't change your design of the map. Unless there is a blatant blunder in your map design, don't go rearranging your entire map based on just that. You should at least hear their complaints and make sure it isn't just because the player doesn't know the map. Any tips you can offer that help counter say, a seemingly overpowered warthog they were complaining about is worth discussing. However, a long rant on how their interpretation of your map is wrong will end up being counter productive.
 

Bloodbath Tony

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Feb 19, 2013
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This is a fantastic guideline. It'd be terrific if these were rules. I can't tell you how many times I upload a map here for constructive criticism and I end up with open-ended suggestions from people who haven't even tried the map. I work pretty hard on my forges to make them enjoyable for the community. Sadly, much like the thread on my Transformers minigame, people don't really respect even this guideline.