Maps and Mods Councillor Elections

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Re: Maps and Mods Councillor Elections

Postby Morax » 02 May 2019, 17:32

Now, here's an example of a map that is okay in many aspects, but it's very clear that it's asymmetrical to a point where the "ranked" setting should be 'false.'

https://imgur.com/a/YHMsTSa
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Re: Maps and Mods Councillor Elections

Postby R_Charger » 02 May 2019, 23:02

So is it not possible to have a ranked map which isn't graphically or geographically symmetrical but might still be symmetrical in terms of distances to mexes, hydros and reclaimables?
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Re: Maps and Mods Councillor Elections

Postby FtXCommando » 02 May 2019, 23:16

Do you have an example of a map like that?
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Re: Maps and Mods Councillor Elections

Postby Plasma_Wolf » 02 May 2019, 23:19

That would be a map like Desert Planet II. I think that comes closest to being asymmetrical in heightmapping, but nearly symmetrical in mex placement.
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Re: Maps and Mods Councillor Elections

Postby FtXCommando » 02 May 2019, 23:43

I don’t think desert planet is close to being so egregiously asymmetrical that it falls into the sort of maps that would be getting unranked by a vault team, though.
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Re: Maps and Mods Councillor Elections

Postby Morax » 03 May 2019, 00:29

R_Charger wrote:So is it not possible to have a ranked map which isn't graphically or geographically symmetrical but might still be symmetrical in terms of distances to mexes, hydros and reclaimables?


That sounds really tough to pull off... there are certainly some maps with asymmetry, but they tend to be 100%-aesthetic portions that don't involve much game play areas. This is obvious a nice, realism effect, but not good for even play.

There was some weird, island map in ladder for awhile that I cannot remember the name of, and after awhile people realized it was just totally unfair to one side.

I would certainly review a map like Desert Planet II if that much effort was put forth; however, most of the maps I see that have this issue are just clearly not going to work out.
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Re: Maps and Mods Councillor Elections

Postby FtXCommando » 03 May 2019, 00:52

Sounds like Haven’s Reef
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Re: Maps and Mods Councillor Elections

Postby nine2 » 03 May 2019, 01:37

Morax your embedded images don't work again. What you are saying sounds fine to me (remove test maps with no resources).
I had the impression people were going to remove half of the thermo variants, which is less good. Or remove all of the Wonders and only keep Adaptive.
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Re: Maps and Mods Councillor Elections

Postby Morax » 03 May 2019, 02:21

To be fair, one of the things I want to keep from happening is very minor updates to maps. LCR just uploaded a new version of Canis 5v5, and for what?

He claims he fixed a bunch of issues yet the maps been fine for years...

People get a bit carried away when there's no need to upload a different map every time.
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Re: Maps and Mods Councillor Elections

Postby Morax » 03 May 2019, 03:37

I had a talk with biass about adaptive maps in the past. I was for keeping it as the standard but then after he convinced me well it's not a good idea.

Cookie set this really high standard that adaptive requires so much, that I don't want to make it a rule.

I just like the idea of varying spawns and mexes/hydrostatic but the whole reclaim, civs, and more to make it 'adaptive' is a really big pain...
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