Too many maps?

23/03/2009 21:32
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Fliborecord holder Tournament #223/03/2009 21:32

We are living in a time where there are already over 500 OFFICIAL kreedz maps. It might even take years to explore all of those maps. It's nearly impossible that every single of them has a world record that is made with patience and dedication, people simply don't have time to try/record every map. Imagine how good all world records would be if we only had 30 official maps. Are we close to the limit of maps? Should there be a definite limit? Should XJ drop out some maps? Should new maps be officialized as easily/at all? Should kz maps be officialized with only competitions? If there was a limit for how many maps XJ has, what should the limit be?

In my opinion something has to be done, there are too many maps.

Discuss.

soul v2.0 mapper23/03/2009 22:29

Originally posted by Flibo
Discuss.


no

kunqui23/03/2009 22:50

Originally posted by soul|ftw
Originally posted by Flibo
Discuss.


no

warrior23/03/2009 23:28

The more the better.

ChaosAD mapper23/03/2009 23:55

Originally posted by Kunqui
Originally posted by soul|ftw
Originally posted by Flibo
Discuss.


no

NumB24/03/2009 02:37(edited 24/03/2009 02:40)

Yes I also thought about it. Even when I'm trying to create lan server I cannot see just downloaded map in the map list, cuz it reached the limit. Also my plan of making detail textures for each map would 17 days if making about 30 per day... But about removing some maps from wr list... Nah. Mby just make one more custom map category.

I have in mind that there are two types of custom maps.
1. As good as original kz_ maps.
2. Bad ones.

So the solution would to create another custom map category what will be for the second type of the maps and they wont have a wr.

eMTi24/03/2009 15:14(edited 24/03/2009 15:14)

simply make the rules for new kz_ more strict.
But i afterall i think it's good to have new maps from time to time. It's also better for beginners, imagine we would really only have like 30 maps with uber perfect wr's. Beginners would have to geek years to get a record.
And Flibo, would you like to record a map when you know that the record is so good, that you would only have to miss a doubleduck with 1frame and your time will be "bad" ? Not enjoyable for recorders...

puppetz mapper24/03/2009 16:42

How could there possibly be too many maps? :D
Well, maybe the standards should be higher, not many of the maps released the past 1-2 years are really maps I want to play again. Also, I think we need more climb maps and less bhop maps.

yes i agree with puppetz. also 500 maps is good but in 1-2-3 years all wr from those maps will be beaten so i think 1-2 maybe 3 maps/mounth are enought

Cowgirl25/03/2009 12:56

i thought about it 2 years ago, lol

I like'd if there would be 200 wr maps, and all are geeked to the end.

NeMiQ2225/03/2009 13:12

I really don't want to wait 2 weeks for demo release with 3-4 WRs. Demo releases are the best feature of this web for me. I can't wait every time when the next release will be out and I can watch that beautiful demos. Yes, they can be done much faster but I prefer runs from jumpers with nice elegant style, smooth strafes such as zhady, heL, PuppetZ, tarGet and others.

I know that many guys here prefer superspeed demos from kunqui and I respect it because that is the main idea of KZ: to complete the map as fast as possible.

I like it how it's now.

mtoboiii8000 mapper25/03/2009 13:45

lol totally dumb! either fantastic oldschoolmaps would have to been thrwon out or you would force people to stop mapping! Both solutions would be uber dumb if you asked me! New maps show development and new mdesigns and creativity! WHY STOP? Think of maps like 4tunnels, its the most technic requiering map ever and i want more of those!

NR|spr*25/03/2009 15:48

are you crazy if there are more maps its gonna be more fun becouse you will have a map for each day and of the year as warrior said The more the better

Grrr25/03/2009 16:47

IMO ppl must do some combination between cs/de + kz(climb) maps and kz will be more popular.. and its true that there are too many maps.. but its sensless to remove them (but I hate when I watch some kz movies to see mby some "uber scs" on different maps.. but where is the sence of this when ppl even don't know the map)

Funksta 29/03/2009 22:50

Originally posted by IchWill
IMO ppl must do some combination between cs/de + kz(climb) maps and kz will be more popular.. and its true that there are too many maps.. but its sensless to remove them (but I hate when I watch some kz movies to see mby some "uber scs" on different maps.. but where is the sence of this when ppl even don't know the map)

Yeah.

yYy.Je PR@BR@29/03/2009 23:15

good idea ! 30 maps : 15bhop +15climb : only maps with long race . I hate short maps

NumB30/03/2009 00:02(edited 30/03/2009 00:21)

Originally posted by eMTi
simply make the rules for new kz_ more strict.

I agree with that, but don't think that they will listen to this.


Once suggested to add these rules what make engine work better and more one more feature what can be enabled/disabled by needs of people:

1.
Instead of "readme.txt" make "maps/*.txt" with map description/credits, what should fit in screen with 800x600 resolution when typing "showbriefing" in console. And that's a must to have that file (unlike now).

2.
Do not add files in "maps/*.res" file what are automatically downloaded by hl-engine (files what use "filename" or/and "model" option in valve hammer editor, so they wont be downloaded twice [models/sprites/sounds]). Also add "maps/*.res" file to download list itself (and it should be on the first line!). Half-life engine has it's limits too you know... Download limit is not an exception.

3.
Make sounds to work with hl-engine like they should and less lag the client-side-engine (here is my tutorial for you to understand better).

4.
Add detail textures support ("maps/*_detail.txt") - let players choose whether or not they can use this hl-engine feature ("r_detailtextures" "0"/"1").

5.
Make special "*.wad" file for each map (wad what has only those textures what are used in current map), so after compiling the map it will use less MB. And also making this client-engine is starting the map a bit faster, cuz it doesn't need to scan all of the textures in the wad file(s).

6.
Make weapon giving like in kz_tomorrow - is using less power on player respawn what is really good.


---

First 4 suggestions were ignored, so I didn't even bother to write 5th and 6th ones.

eMTi30/03/2009 01:14

1. Hm mappers choice. But i basicly agree with that.
2. agree
3. never experienced lag with sounds Oo
4. ..and let mappers chose too whether they want to add detail textures in their maps or not. Honestly every good mapper knows how to add detail tex. Leave it to them if they want to use this feature or not.
5. Absolutly senseless. Would you like to have 500+ .wad files in your cstrike folder? No. And are you really sure that this would improve client performance? Maybe it just scans for mapfilenames on startup. This would even make sense, because if it would scan every map on startup i have 2 questions:
1. why is this done so quick? there's 5GB maps in my cstrike folder.. i think this would take more time than just 3-5sec.
2. Why is there a loading screen when starting a server, if everything is loaded upon client start? :)

6. dunno what you mean exactly, can't state this.

remake30/03/2009 01:43

1st - When there's a sign in map, where's maps author and credits, then i think .txt file doesn't has to be included. But if there's not, then sure.

4th - imo that's not bad idea, cause players can choose themselves do they want to use it or not, but.. as I said in another thread, it doesn't work as a rule. It's actually pointless feature for changing a look for textures.

5th - there's a rule that you have to use -nowadtextures for your .bsps, and that's for a simple thing - to not overcollect .wads. If we (they) remove that rule, there will be +500 wads as emti said, better only abit low startup than too much wads in your cstrike folder (that doesn't steal any r_speeds).

NumB30/03/2009 07:58(edited 30/03/2009 08:17)

@ eMTi :

3. Hl engine uses more and more power every time when sound is enabled. On my old pc I had it really often.

4. If mappers do not like it they can use r_detailtextures 0. However it's just a feature in hl-engine, so we can discuss about it for ever.

5. Every wad file is included in .bsp itself NOT EVERY TEXTURE (but it's compressed about 10 times, that's why half-life.wad will add about 3mb to .bps file). So using only 1 wad file with only those textures what you used and adding -nowadtextures function will save some file size cuz there are no unused textures what could be implanted in the .bsp. In other words -nowadtextures function doesn't force only used textures to saved in .bps, but all .wad file itself.
- on map start it scans wad file for texture to set on what side and what object. The more there are textures the more power and rams it requres, cuz every info of every used and unused texture is saved in rams. And it doesn't have nothing to do with -nowadtexture function.
- loading screan loads w_ and e_ polises, also creating entityes in the map. You can start hlds at de_dust map with cs_dust.wad missing, but you cannot connect if client doesn't have cs_dust.wad. Server doesn't load the textures - it creates polises. Client gives textures to objects.

6. Launch kz_tommrow, add silencer on usp, sv_restart 1 and you will see that weapon is not refreshed (there still is a silencer). Only bullets are added. This non-weapon refresh at player respawn saves really much of CPU and "hl-engine -> client-engine" power.


@ RemaKe :

1. This isn't about credits. Client-engine works better if that file exists.

4. It can be discussed for ever.

5. Explained in reply to eMTi.

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