Author Topic: avoiding giant maps (unless lots of players)  (Read 2933 times)

Offline quadz

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avoiding giant maps (unless lots of players)
« on: October 05, 2015, 02:33:08 AM »
Salutations,

Finally coded wallfly to observe the number of active players, :zzz:, and skip maps coded to be too large for the active player count.

 :rocketright: :ubershock: :rocketleft:

(still working on the same for mutant... got thru 200+ mutant maps today, something like 550+ still to go  :dohdohdoh: )

But anyway, if there are only a few 'active' players on the server, smaller maps will be used. (Similar logic now also affects the behavior of commands like `mymap random`. It will try to pick from maps suitable to the player count.)

'Active' players are determined by players who got a frag recently. (So if a server is full if spectators / idle players, they don't weigh into the decision. Just the players actually fragging.)

Anyway, might require some tweaking/tuning over time, but hopefully the server should be less likely to empty out due to scheduling maps whose vastness exceeds the player count. :dohdohdoh:


:frag:

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Offline Whirlingdervish

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Re: avoiding giant maps (unless lots of players)
« Reply #1 on: October 05, 2015, 08:47:25 AM »
Cool idea. I guess weighting them manually is probably the easiest way to do it, even if it is the most time consuming.

I had thought about coding a way to make a map list like this before for osp tourney mod, based on number of spawnpads and considerations like weapon spawn numbers and such, but never got past the thinking to actually doing it.
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Offline Reefer

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Re: avoiding giant maps (unless lots of players)
« Reply #2 on: October 07, 2015, 01:59:10 AM »
That's awesome quadz!  Thank you for executing awesome idea.  Will definitely be more fun on mutant now.
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Offline beanz

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Re: avoiding giant maps (unless lots of players)
« Reply #3 on: October 07, 2015, 05:35:34 AM »
Great work!  :headbang:  This will make a difference.   ;D

Still waiting for broken right clavicle to heal (and broken left elbow) - came off bike    :humm:    It's why I've not been playing for past couple of weeks, and not posting much    :raincloud:

Frag yer' all soon   :nana:

bean$   :evilgrin:

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Offline quadz

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Re: avoiding giant maps (unless lots of players)
« Reply #4 on: October 07, 2015, 09:25:43 AM »
Howdy,

Will definitely be more fun on mutant now.

Just to clarify, I'm still working on auditing the mutant maplist. Hope to finish this weekend. (Currently reached the letter 'm', so about half way through.)

But I'll definitely post when the system is in place on mutant.


Regards,

quadz

P.S. clever idea, Dervish, about counting spawn pads. :idea:

It's tempting to script that and see how close it tracks what I've gauged so far manually.

(Part of the reason I need to audit the mutant maps by hand, though, is there were a few real stinkers in the vote list, so I'm trying to prune it down to maps that have at least some plausibly reasonable playability. I think at least a dozen have been marked for removal so far...)
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Offline The Dreaming Dragon

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Re: avoiding giant maps (unless lots of players)
« Reply #5 on: October 08, 2015, 04:41:40 PM »
I kind of liked having large maps with only a few players, but I guess it depends on one's definition of "few". Five or more is fine for them IMHO,since you get to hunt resources and become bloated wit mour and ammo,then fight as titans when you do find an opponent. 200+ red armour,300 cells for the shields and 300 bullets for my chain gun remains Too Much Fun.
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Offline quadz

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Re: avoiding giant maps (unless lots of players)
« Reply #6 on: October 11, 2015, 02:24:09 PM »
I kind of liked having large maps with only a few players, but I guess it depends on one's definition of "few". Five or more is fine for them IMHO,since you get to hunt resources and become bloated wit mour and ammo,then fight as titans when you do find an opponent. 200+ red armour,300 cells for the shields and 300 bullets for my chain gun remains Too Much Fun.

Yes, agreed in general.

(Indeed, I'm the sort of weirdo who can enjoy sewer64 with just a few players. But I don't mymap it, because I don't want to clear out the server.)

That's the driving motivation for this change -- having watched the server empty out as soon as certain large maps would play. Since there are fewer players these days, I'm hoping to, uh... prolong the fragging.

  *  *  *

Just uploaded the new config for mutant. Doubtless will require some tuning, but perhaps we can get some sustained frag fests going there again...

:exqueezeme: :beer:


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Offline Butane

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Re: avoiding giant maps (unless lots of players)
« Reply #7 on: March 15, 2017, 06:28:53 PM »
Would it be possible to remove the min player count on MINTRO? I've actually had a few 1v1s on it (after the others left) and I personally don't see it being that big of a map where you need a min X amount of players on it to have fun on. The teleports greatly help you maneuver the map quickly.

Just a thought...
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Offline quadz

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Re: avoiding giant maps (unless lots of players)
« Reply #8 on: March 18, 2017, 12:59:38 AM »
Would it be possible to remove the min player count on MINTRO? I've actually had a few 1v1s on it (after the others left) and I personally don't see it being that big of a map where you need a min X amount of players on it to have fun on. The teleports greatly help you maneuver the map quickly.

OK, let's try it.

wallfly: "maps/mintro/minclients" => 0

:beer:

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