#Make 8v8 a Map Tag and limit map sets based on player count

1 messages · Page 1 of 1 (latest)

vivid moss
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Had this idea recently as I've noticed that new players don't really understand what maps are typically played 8v8. It seems like there is a pretty consistent set of maps that could be tagged with 8v8 in addition to the "team" tag.

Since 8v8 seems is possibly the most popular mode, I think it is worth adding. It would also be cool if somehow the map sets could be filtered in a lobby, so that you can use commands like NextMap to pick a random map in that map set.

This seems like it could be a low effort way to simplify the lobby experience and make sure newer players know which maps are suitable for 8v8. I'd leave the map list open to the community first to determine which maps fit the 8v8 tag.

empty pivot
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So that's basically a matter of going through the map tags and making sure they're up to date

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If I understand you correctly, you wouldn't like to interfere with manual map selections, just the behavior of !nextmap

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I think it already takes some map pools into account but I haven't checked its logic

nocturne pollen
empty pivot
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Not really. Although... @long shuttle, admittedly I'm a total noob when it comes to all the Rowy/map automation stuff, so I thought I'd ask - do you happen to know where the tags on maps are pulled from?

lone tartan
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!nextmap rotation is already handled with a system like this on SPADS

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what would be op is reworking the map list in chobby with additional filtering capabitilies and absolutely all these tags (also on Rowy) being shown

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but I think nobody doing that because we just wait for Jazlobby

long shuttle
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Hey, those issues are 2 separate things:

  • One is about client side tagging, when user tags map themselves
  • Second one is about us tagging maps and that is pushed to all users

Client side tagging is purely lobby and maybe teiserver if you want it to be autosynced for your account.

Source of map tagging and overall everything map related in the future is Rowy. You need a shmuck that will tag those things correctly in Rowy.

Then there is SPADs part, and lobby part, I can push those tags automatically where it's needed, but you need somebody to make use of that information in both of those places.

long shuttle
lone tartan
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ye but they still are used for the command

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I only mentioned it since Perfi was talking about !nextmap

long shuttle
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Website is also manually maintained, so updated rarely

long shuttle
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(if they exist, doesn't mean they are used, there is a lot of garbage in that repo)

lone tartan
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I'm not like a super SPADS expert but I am 95% certain this is the data source for the !nextmap logic yes

long shuttle
lone tartan
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with the map list pulling from that old gsheet

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xD

long shuttle
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It's not pulling, it's when whoever remembers to update it updates it.

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Everything about maps is like that

lone tartan
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ya wrong word, just another piece still using the prev system

unique tendon
long shuttle
long shuttle
lone tartan
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not sure, I had other plans after wrapping up my current stuff, so no promises

long shuttle
lone tartan
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hmmm you mean like setting up the tags on Rowy?

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but yes definitely no problem for helping with the content / metadata itself, just the system I'm not sure if I will work on it

long shuttle
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Like, we don't want people to enter redundant information

unique tendon
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you probably don't want too many options either, because that also becomes difficult to use

long shuttle
# lone tartan hmmm you mean like setting up the tags on Rowy?

So, what is the minimal amount of information somebody need to provide, for us to e.g. figure out to which ffa sizes map belongs.

E.g. if you have only dimension: num_of_team and num_of_players, and let's say it's 3 and 3, then you can do 1v1v1, 2v2v2, 3v3v3 without somebody tagging that explicitly

If it's 2, 8: then sure that's 1v1, 2v2, 3v3..., but maybe also 2v2v2v2? Who knows

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One solution is to just screw that and put all those combinations as separate options

lone tartan
long shuttle
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But also: when you do ffa, you need to put the valid startpos combinations? Is that required to specify those combinations or not? If yes, we can automatically determine those combinations from there.

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Just like e.g. for team games, we can figure out valid combinations of players maybe based on existance of startboxes for the given combinations

unique tendon
long shuttle
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I will stop now, this is what I mean by designing source of truth data type let's call it. Ofc, we can add redundancy, and then automatically test for invalid configuration, one of the main benefits that it's centralized is to exactly be able to detect stuff that doesn't make sense.

long shuttle
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Basically Rowy is manual input, then you can do whatever imaginable transformation and testing you want, and it pushes to all consuming subsystems.

lone tartan
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the only issue is indeed TeamFFA, but in general TeamFFA maps can be classified either as:

  • regular X-way FFA map except you put more players in each team (example: Trefoil is a 3-way FFA map, but you can easily get 2 or 3 or even 4 persons on each team to make it a TeamFFA)
  • maps dedicated to a specific X-way TeamFFA (example: Crescent Bay, which is specifically intended to be played TeamFFA 4-way)
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so I think it'll be easy to get away with "just" using a combination of regular X-way FFA tag + an additional "TeamFFA" tag to denote that this map can also be played in TeamFFA, and it's OK if we don't classify further

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because there are so few maps in this category anyway it doesn't matter