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Pitch Some new Maps for Autohost Lobpot Rotation

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16 months ago
The same maps are getting boring, we need some new maps

What maps to add to autohost?

What maps to remove from autohost?
+2 / -0
As far as I know, almost all of the reasonable maps to feature for teams games are featured. (If there are exceptions to this, by all means post them. I don't think any of the admins have specifically made it their personal business to keep this up to date recently, so newer maps may have slipped through.)

One sees the same maps a lot because the four-way map vote tends to more often present maps that have been popular previously. I suppose we could unfeature some of these, but unfeaturing popular maps (even maps where one really has to question the taste of those voting for them) has not gone down well in the past.
+2 / -0

16 months ago
WE NEED A REROLL MAP VOTE !

#CLACKADIIINS !
+3 / -0
make following algo:

each map has couple of weights to it:
map_weights[][admin, popular, last]

admin - weight set over by admin for lobpot pick
popular - weight using number played count from 0 to 1, counted from game stats each night at midnight over like 30-60 days back.
last - last time it was played in days_ago also counted at midnight and normalised to 0-1 range. the language used is rubyish, since it will get into sql, (which i dont do) anyway.

and then setup weights for map slots in map clicky thingy, so first one is lobster pot, next are chances of high lobster pot but also popular, 3rd slot is from most played with some chances of popular or lobster pot, and last slot is LEAST played, setting weights for each slot:
weights[admin, popular, last] = {
  { 9, 0, 0 }
  { 4, 9, 2 }
  { 2, 2, 9 }
  { 0, 0, -9 }
}

and map is selected using weighted random, by combining(adding) all weights of map multipled by slot weight selection, with some further tweaks :
slot(n) {
  x[] = map_weights[] * weights[n] * random(from 0.9 to 1.0);
  for each map: weight[map] = x.admin*scale_admin  
    + x.popular^power_popular*scale_popularity 
    + x.last>0 ? x.last^power_last*scale_last : 
          (1-absolute(x.last))^power_last*scale_last ;
  return random(weight)
}

maybe on some days do reverse order of scale to do retro maps more favoured on fridays or something... toy around with it. figure it out... :) the minus in setting the weight of the x.last fragment is determinging if the map should be weighted using last or first played order of weights. i guess you could plug it to x.popular as well.

On top of that you might add
!mapw 9 1 1

command to do map random, using own weights instead of those in that 3x4 matrix, so all slots are using same weights for random
+0 / -0
16 months ago
Different rotations dont mean anything if people keep not choosing the rarer maps...
What would improve things is if current player size would be taken into account (Zed ok for 10 players, Zed not ok for 32 players...).
+1 / -0

16 months ago
Once in a while a tiny map with 32 players is hilarious.
+5 / -0
16 months ago
to my algo that will sort you out we might add map rating for player count...
+0 / -0
quote:
What would improve things is if current player size would be taken into account (Zed ok for 10 players, Zed not ok for 32 players...)


Player size is taken into account but the size limit is low (no 10x10 or smaller but anything above that is fair game). These limits can be trivially raised especially for large player counts, but there isn't much consensus that this would be a good change I think going by map poll results or forum feedback and upvotes.
+0 / -0
16 months ago
I am reading some of the comments on excluded maps, there is some criteria that some people are judging maps for suitability that lead to a number of maps removed from the pool.

So what are these?

- Unit pathing issues
- Too short rush distance
- Insufficient factory diversity
- Asymmetry
- some other stuff?

For a relatively new player the problems of the old maps are unknown to me, and I'd really like to have a chance to experience the removed maps.

I'd also like a chance to try 3p FFA maps in a teams format: how'd that work?
--------

Perhaps all the requirements for good teams maps can be listed and discussed so that people can search the existing pool for suitable maps or create new maps that fit the criteria.
+1 / -0

16 months ago
Titan1944 has some interesting metal distributions.

+0 / -0