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TOXIKK Forum • View topic - MapVoting improvements

MapVoting improvements

Suggest New or Discuss existing Features and Feature Tweaks
Mon Jun 29, 2015 2:22 pm

  • I have several requests for improving map voting system, ranging from server admin stuff to user interface.
    I know it is first iteration and will be reworked, but there is some stuff I want to make sure you will take into account!

    1. Multiple setups for the same mode -
    Currently I don't think it is possible to setup two different CC modes sharing the same maps. One with GoalScore=3?TimeLimit=20 and one with GoalScore=5?TimeLimit=30, for example.
    This will make even much more sense when mutators are in.
    Ideally I'd like to give names to various setups, that would show up in the interface. Like: "CC 5v5", "CC 8v8", "Instagib CC 5v5".

    2. Mid-game map-voting
    This is low priority, but this is going to be required with community mods. Endless mods will come and we will need a way to switch maps :D

    3. Majority voting, not counting bots - DONE!
    I feel like the server should either immediately switch, or at least shrink the end timer when a map has been voted by majority, or when everybody (non-bot) has voted already. You increased the RestartWait to 60 seconds for voting, which is good. But if I'm alone with bots (or if we are only a few in general), I vote and then I have to wait all this long... :cry:

    4. Voting for a current vote
    In the voting interface at the top of the lists you can see the current voted maps ("comming up next" <== btw: typo there). Would be nice if I could click on it to cast a vote, instead of having to find it in the list below. That would make the UI more user-friendly and help with scalability.

    5. Voting interface is too small
    We can barely see 2 and a half maps in that column. There are only 6 maps and it's already hard to navigate :D
    This is not even going to scale up to 9 maps. Not even mentioning custom maps...
    You could expand that column and use some of that space available in the center!
    Last edited by Chatouille on Sun Dec 13, 2015 2:52 pm, edited 5 times in total.
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Mon Jun 29, 2015 3:42 pm

  • Good ideas Chatouille. I have a question though...how does the game determine who gets to move on to the next map when the next map/mode has a max number of players that is lower than the number currently in game? Like if you play CC mode with 16 players and then vote BL mode with an 8 player max? Do players get dropped? Who gets to stay? The top 8?

    This would actually be a good way to setup up a mini tournament. Start off in CC with 16...then drop into SA with the top 8...then go BL for the top 4...and then end it with a Duel between the top 2. Multi-discipline game play to determine the all around best player in the bunch. :yes:
    neoKahn

    game over...moonpie.
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Tue Jun 30, 2015 10:28 am

    The only one with (almost) no AFPS background.
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Tue Jun 30, 2015 2:33 pm

  • Awww, man. Now they are sure to steal it! :p
    neoKahn

    game over...moonpie.
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Sat Sep 05, 2015 11:15 pm

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Sun Sep 06, 2015 10:41 am


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Sun Sep 06, 2015 11:21 am

  • The current system also doesn't scale well with an increasing number of maps.
    I suggest a 2 step vote process.
    #1: Vote next game type + mutators (taken from all the entries in the MapList file). Skip this step if they are all the same. By default it should pre-select the current game type + mutators.
    #2: Vote between the maps that have the above selected game type + mutator configured in the MapList file.

    IMO the voting screen should be a lot bigger. Keep the current area to show winner and personal stats, use the rest of the screen for voting + chat.
    The left part could offer a "quick pick" list of 3 (or 5 or ...) maps with small screenshots.
    The right part would show a text list of all maps (matching #1) + the current vote count. Hovering the mouse over a map name shows a larger screenshot.

    The quick picks could also be made dynamic, so initially they are random, but then they show the maps leading the vote. But that would require some special input handling so you dont accidentally select a map which has been moved under the cursor a split second before you pressed the button.
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