Reduce the number of maps in rotation

For feedback on the game code and design. Feedback on server rules and playstyle belong in Policy Discussion.
Post Reply
User avatar
Denton
Joined: Wed Aug 23, 2017 3:53 pm
Byond Username: Denton-30
Github Username: 81Denton

Reduce the number of maps in rotation

Post by Denton » #468532

Right now, /tg/ has five maps in rotation. Every time a PR touches something code related, every single map has to be modified.
Realistically, this doesn't happen. For example, take the firing range removal or how long it took until every map had a nanomachine lab.

My suggestion is that the number of maps in rotation gets reduced. This reduces the burden on contributors/maintainers and makes reviewing map PRs faster.

For example, open a player vote on one map each for lowpop, midpop and highpop:
- Lowpop: Pubby or ??
- Midpop: Box or Meta
- Highpop: Delta or Donut

That way, we're down to three maps instead of five.
Image
User avatar
Floiven
Joined: Fri Dec 01, 2017 11:20 pm
Byond Username: Brak7000

Re: Reduce the number of maps in rotation

Post by Floiven » #468579

Having a flex slot for peoples projects etc would be cool too, with slightly more lax set of maintenance rules.
User avatar
zxaber
In-Game Admin
Joined: Mon Sep 10, 2018 12:00 am
Byond Username: Zxaber

Re: Reduce the number of maps in rotation

Post by zxaber » #468595

I dunno, in my (admittedly limited) experience with adding features that require map changes, the amount of work to edit and push changes on five maps isn't that much more than the work to change one map. I had found the whole process of compiling a map rather obtuse, but once you're going through all that effort anyway, doing it four more times isn't the end of the world.

Having multiple maps fill the same role helps break up the monotony. 24/7 Metastation does get old after a while, and it's nice to have a change of scenery occasionally.
Douglas Bickerson / Adaptive Manipulator / Digital Clockwork
Image
OrdoM/(Viktor Bergmannsen) (ghost) "Also Douglas, you're becoming the Lexia Black of Robotics"
User avatar
Cobby
Code Maintainer
Joined: Sat Apr 19, 2014 7:19 pm
Byond Username: ExcessiveUseOfCobby
Github Username: ExcessiveUseOfCobblestone

Re: Reduce the number of maps in rotation

Post by Cobby » #468599

We should probably just periodically review maps to make sure they’re upto date and take them off when they’re constantly being left behind.

There is one benefit though in that features should be made with this in mind, to retain the sandbox aspect.
Voted best trap in /tg/ 2014-current
User avatar
Farquaar
Joined: Sat Apr 07, 2018 7:20 am
Byond Username: Farquaar
Location: Delta Quadrant

Re: Reduce the number of maps in rotation

Post by Farquaar » #468600

As long as Pubby survives the purge, I’d be a happy man.
► Show Spoiler
User avatar
oranges
Code Maintainer
Joined: Tue Apr 15, 2014 9:16 pm
Byond Username: Optimumtact
Github Username: optimumtact
Location: #CHATSHITGETBANGED

Re: Reduce the number of maps in rotation

Post by oranges » #468635

techniically maps don't have to be modified, but we've already seen the tension that causes. (lack of better mapped showers for each map etc)

Something does need to be done, but the last time I raised this issue I did not have a lot of support amongst key people and I don't see myself having the necessary political capital to shove it down peoples throats either.

Not sure what I can do here.
Tlaltecuhtli
Joined: Fri Nov 10, 2017 12:16 am
Byond Username: Tlaltecuhtli

Re: Reduce the number of maps in rotation

Post by Tlaltecuhtli » #468638

give gbp on mapping tags
Post Reply

Who is online

Users browsing this forum: No registered users