Map and Mod Councillor Applications

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Re: Map and Mod Councillor Applications

Postby Morax » 29 Mar 2018, 04:50

Please also state "anything that is like melancholy hills" as"trash."

If you use the 3d view and see the heightmap at an angle, it should be pretty obvious.
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Re: Map and Mod Councillor Applications

Postby DrIvoRobotnik » 29 Mar 2018, 04:54

Morax wrote:Please also state "anything that is like melancholy hills" as"trash."

If you use the 3d view and see the heightmap at an angle, it should be pretty obvious.

Yeah that one is pretty awful, what category would that fall under, unplayable?
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Re: Map and Mod Councillor Applications

Postby nine2 » 29 Mar 2018, 06:38

Everyone seems to take for granted that you need to be some sort of Map author to take this position. I don't agree with that at all.

1. The job is not 'clean the map vault'.
2. Even if it was, you dont not need to be an author to clean the vault.
3. No one talks about Mods at all
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Re: Map and Mod Councillor Applications

Postby Voodoo » 29 Mar 2018, 09:28

Anihilnine wrote:3. No one talks about Mods at all


I created a survey to see how many players are playing with mods:
viewtopic.php?f=41&t=16054
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Re: Map and Mod Councillor Applications

Postby Farmsletje » 29 Mar 2018, 13:20

Morax wrote:Please also state "anything that is like melancholy hills" as"trash."

If you use the 3d view and see the heightmap at an angle, it should be pretty obvious.


Without the cancerous heightmap and textures it would actually be a pretty good map.
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Re: Map and Mod Councillor Applications

Postby biass » 29 Mar 2018, 14:25

I randomly bring up maps to shit on both them and the author behind it lowering the motivations of the authors to improve and suffocating the influx of new content from people who want to create maps of a high standard, leaving only those who spam out maps of a lower quality and don't interact with the community left, thus working against the agenda im trying to push


It's been quite clear I've been trying to rat out opinions on this topic, and your responses tell me a lot about how you would seek to "moderate" content that everyone tries to act like they rely upon, not just for maps, but for mods too.

All misterK needs to do in my honest opinion is speak with a little more confidence and he is my clear pick for this role, one i wish to see filled by someone with promise.

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Re: Map and Mod Councillor Applications

Postby Morax » 29 Mar 2018, 15:48

Farmsletje wrote:
Morax wrote:Please also state "anything that is like melancholy hills" as"trash."

If you use the 3d view and see the heightmap at an angle, it should be pretty obvious.


Without the cancerous heightmap and textures it would actually be a pretty good map.


Sure, but it indeed does have "cancerous heightmap and textures" so until it's fixed it's a bad map.

As for Anihilinines comment on the lack of talking about mods: look back 1 page where I said both the map and mod vault need cleaning. I mean, who actually uses "reduced net lag v12.8b" or whatever have you. And why are old, non-compatible versions of mods available?

The organization and intuitive nature of the map and mod vault, to me, are the biggest challenges for whomever takes this position.
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Re: Map and Mod Councillor Applications

Postby speed2 » 29 Mar 2018, 16:16

Morax wrote:The organization and intuitive nature of the map and mod vault, to me, are the biggest challenges for whomever takes this position.

Not really, those are both coding challenges. I doubt that the next MM councillor will code better vaults.

Current powers are hiding and unranking maps. I dont see any signs of some more features.
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Re: Map and Mod Councillor Applications

Postby keyser » 29 Mar 2018, 16:20

Idk about mod cleaning, for example "idle engineer v2" is consider as harmful but is actually not, and would be a shame if it get remove for a reason like this. We already need to change the uid to get it to work :/
Maybe that's a side issue.
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Re: Map and Mod Councillor Applications

Postby Morax » 29 Mar 2018, 17:00

Well, the hide/show thing is what interests me. I stated in a previous post that expecting coding is not a good idea.

Keyser, there are mods that simply no longer work with the game due to updates. Why keep those if they are breaking the game? If you want to revive one then chop chop!! No one is going to work on something simply because it's nice, unfortunately.
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