Map Development Process

Discuss and provide feedback on Maps.
User avatar
pooty
Posts: 6098
Joined: Sat Apr 03, 2021 10:22 am
Location: Florida
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by pooty »

We could probably spin up a test server. The main driver is number of players:
8 Players = ~$90 a year.
10 Players = $112 year.
12 Players = ~$135/year
32 Players = $350 /year.

What I don't know is if BOTS count in player slots? Let me check with NFO. Edit. Its seems like the count includes total players (humans and bots), seeing if they will discount.

Even so 8-12 players for around $100 a year is pretty reasonable. It won't have high CPU priority (that's extra $120 year), and we don't really need any extras anyway.

We can lock it with a password.

We can probably just share the same redirect we are using now (although a new game server includes free webhosting...)
I think the easiest fix is to put the sub category up front in the map name like you suggest, then sort the list alphabetically. Then it doesnt' need any gui changes.
Yep. It will go like this...
TMU-Minus-BadgerMeUp
TMU-Minus-Kamek
DM-MasterBath
AP-SlatedWorld
TEST-OP-HomeSweetHome-Randomizer

Are there any other map sub types?
DM - a more DM style (on foot map) Eg. MasterBath, Harbor, CaptGordons
Randomizer - This has randomizer vehicle Loadouts
OP - lots of power vehicles (MassD, HSH)
TMU - lots of tanks/ground vehicles (Desert JunkYard)
AP - Air Power lots of flyers (eg. Volcano high, SlatedWorld)
NV - No Vehicles (Grendel Keep)
Classic - Small list of "Classic" Omni Maps from the 1.0 Server...this would get added after subtype
ONS-Randomizer-Classic-MinusV5b (the original Minus Randomizer with mostly tanks)

Maps with No Sub Type, eg ONS-Torlan would be stock UT2004 maps (I don't want to rename those)

And I'll just rename the file, not the title inside the map itself, I don't feel like its worth opening/editing and resaving every map, just update it as we go. The name changes alone require recompressing and reuploading to the redirect, which I can script it easily enough.

We will also stick with versions at the end, we don't always need to increment, but its initally helpful for newer maps as the evolve to let folks know it changed.
User avatar
pooty
Posts: 6098
Joined: Sat Apr 03, 2021 10:22 am
Location: Florida
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by pooty »

So prices are as I posted, we can get 2 extra slots for "free" by referring ourselves.
So we can get 12 slots for $112. So that's up to 12 players, humans and/or bots. Should be good enough for testing.
User avatar
YEAAAHHHHHHHHHH
Posts: 1492
Joined: Tue Jun 08, 2021 3:03 pm
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by YEAAAHHHHHHHHHH »

pooty wrote: Thu May 09, 2024 2:00 pm So prices are as I posted, we can get 2 extra slots for "free" by referring ourselves.
So we can get 12 slots for $112. So that's up to 12 players, humans and/or bots. Should be good enough for testing.
Sounds good. I'd definitely throw $10-20 at that.
User avatar
Enyo
Posts: 2370
Joined: Mon Apr 05, 2021 11:27 pm
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by Enyo »

YEAAAHHHHHHHHHH wrote: Thu May 09, 2024 2:36 pm
pooty wrote: Thu May 09, 2024 2:00 pm So prices are as I posted, we can get 2 extra slots for "free" by referring ourselves.
So we can get 12 slots for $112. So that's up to 12 players, humans and/or bots. Should be good enough for testing.
Sounds good. I'd definitely throw $10-20 at that.
Same here, let's do it!
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
User avatar
Rhamp
Posts: 409
Joined: Sat Oct 21, 2023 9:15 pm

Re: Map Development Process

Post by Rhamp »

I'm liking this a whole lot. Testing with only bots doesn't help that much due to bots not using vehicles correctly. Smoothing out maps via testing with actual players will make it much better instead of the chuck shit against the wall and see what works approach. If the test server idea goes forward, maybe there can be a scheduled time(s) during the week that everyone who wants to test maps hops on.

I try to make my maps have a unique twist to them that offers something different than from the existing map pool, but its much harder to tell what will work well without actually playing them with players. It takes a lot of iterations to fine tune them, which I'm perfectly happy doing. This new process should help achieve the necessary iterations without subjecting the playerbase to unbalanced dogshit.
User avatar
pooty
Posts: 6098
Joined: Sat Apr 03, 2021 10:22 am
Location: Florida
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by pooty »

Its a go!
I'll get the second test server spun up. I'll have to take some time this Saturday to put all our goodies on it. I'll let everyone know when its up.
User avatar
Enyo
Posts: 2370
Joined: Mon Apr 05, 2021 11:27 pm
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by Enyo »

pooty wrote: Fri May 10, 2024 9:40 am Its a go!
I'll get the second test server spun up. I'll have to take some time this Saturday to put all our goodies on it. I'll let everyone know when its up.
Nice! Thanks pooty!
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
User avatar
pooty
Posts: 6098
Joined: Sat Apr 03, 2021 10:22 am
Location: Florida
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by pooty »

omnipotentsprv.game.nfoservers.com
74.91.113.69

Its up, but its just plain vanilla install right now. It won't show in the server list, since it doesn't point to openspy.
Once I get some time I'll put all the current server config/content on there.
User avatar
pooty
Posts: 6098
Joined: Sat Apr 03, 2021 10:22 am
Location: Florida
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by pooty »

The Omniponents Private server is a 10 slot. I had to use the self referral credit to reduce the price of the main server....
I did have to pay for the new one myself, but going forward it will come out of our accumulated donations (currently around $600).
User avatar
Enyo
Posts: 2370
Joined: Mon Apr 05, 2021 11:27 pm
Server Sponsor: Yes
Server Admin: Yes

Re: Map Development Process

Post by Enyo »

pooty wrote: Fri May 10, 2024 11:34 am The Omniponents Private server is a 10 slot. I had to use the self referral credit to reduce the price of the main server....
I did have to pay for the new one myself, but going forward it will come out of our accumulated donations (currently around $600).
How much was it? Happy to Zelle you some cash.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
Post Reply