04-11-2012, 12:32 PM
(04-11-2012, 08:34 AM)C.Brutail Wrote: Third part:THE MERGE REQUESTthe worst part of the whole procedure! At the moment it's just 'hey, i think my map is good enough for being merged'. If the map looks good and got an acceptable gameplay the map will be added. That's the only thing which matters and the maps have no clear overall consensus. Another problem is that offical maps will always get played on servers no matter how many slots are there. Well, thats normal but the problem is that there are maps like lightspeed, which are simply unplayable with more then 4 people
(04-11-2012, 08:34 AM)C.Brutail Wrote: A: Planning the mapI cant agree with you with making it public as soon as possible. There are several reasons. The main reason people who give you suggestions can think that it should be only this way, if you don't realize their suggestions/idea (for whatever reason) they'll get pissed off and stop saying anything. On the other hand side there are people who agree to everything, which is also quiet pointless. There are also people who arent reading and consider it as a finished map and it to servers or complain that it's unfinished.
I tried this aproach numerous times, it,they should make a top/down blueprint first, maybe map a proof of concept room of the style (this takes a couple of minutes for an experienced mapper) or anything else, so others can figure out how the map should look like.
The community gets to know about a new map in the work, and can give feedback, right at the beginning about the style, and gameplay issues. This is very crucial, because this step can eliminate the problem.
I always ask other players i know from sometime for their opinion and some playtesting. it work quiet well so far.
(04-11-2012, 08:34 AM)C.Brutail Wrote: B: What is the purpose of the map?Well, that is up to the designer. The problem is that there are maps like red_planet which got every possible mode on this map. Which makes an average map even worse and with some modes unplayable.
With some experience you get a good feeling for the Item- and Weaponplacement and of course playing experiance from xonotic/nexuiz and other similar games.
Mostly dm maps are interesting for "pr0s". Smaller maps for duels and bigger maps for tdm. If it's in your interest then work together with some duel players, but not with too many, they might start discussions like "this map needs a nex! No, it dont!". When you dont care about "pr0s", just add one megahealth and one mega armor, and place all powerful/important items at different corners. Then the map will most likely work in duels and ffa.
(04-11-2012, 08:34 AM)C.Brutail Wrote: D: Merge requestDon't know if anyone follows the mapping mergerequest on the tracker, but the voting from the core teams part should be removed. They mostly yes to everything and some dont even respond after months (so everything takes ages.)
At last, the map is finished, hopefully good enough quality for it's purpose, and can be merge requested. I think if we'd followed the procedure described above, the voting phase of the Core Team can go down a lot faster, and more safe.
<Samual> I am the most unprofessional developer ever
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s
<bluez> halogene, you make awesome music, but you have no clue about ctf.
<Halogene> I didn't know mappers include some mysterious waypoints so members of the BOT clan can navigate a map?
<divVerent> if you don't pay for a premium account, your movement speed is limited to 100qu/s


