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Maps on the server, a handy-dandy spreadsheet
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theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
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 Maps on the server, a handy-dandy spreadsheet
I've been working on sorting out the maps on the server into ones we want to keep and the ones we can ditch. In order to do so efficiently and produce a repository of data for later use, I've made up a Google Spreadsheet. http://spreadsheets.google.com/ccc?key= ... rRpCghYgBgA few things to note: 1. The left 5 columns have been "frozen" from moving, so you'll always be able to see them no matter how far to the right-and-left you scroll. The same is true for the top row as you scroll up-and-down. This does not mean you can't edit them, it just means you can always see them for editing. 2. Everyone can edit any part of this document, and it's actually intended for people to add a column on the right with their name at the top and make comments on each map. 3. There are 4 tabs to the document (at the bottom): "All Maps Ever" - Any map we've had on the server even after it's gone. This way we know which ones we've tried before when we're looking for new ones. "Map Rotation" - The current Rotation. This, I consider the highest tier for a map the reach, the best of the best, that people will not mind seeing if the map changes without a vote. Generally smaller in case the server isn't full. "Available in General Vote" - When a mapvote is initiated, this is the pool of choices (along with the rotation maps) that can show up in the 5 options. This is the middle tier for a map. "Only Admin Accessible" - Maps that can only be switched to manually by an admin going through the console commands. This is the lowest tier for a map, and one that is of lowest quality or just plain 'off the wall' that we don't want to play often, but is still good enough to have in the background. 4. The color coding in the "Status" column is my way of showing where I think each map belongs. This may mismatch with the text within the cell which is the current status of where the map is now. A map I want to promote to a higher status or a lower status will have a different color than the tier is is currently on. GREEN means I feel the map should be on active duty either in the rotation or the votes. YELLOW means I feel the map should exist as an 'Admin Only' map. RED means I feel the map should be deleted from the server. When this round of cleaning maps is over, then we should see no red in that column because those maps have either been kept (and went back to yellow) or deleted (and gone white). Also the colors beyond the "All Maps Ever" page should also disappear because a decision shold have been made to keep it where it is or move it, which would lead it to going back to a white color. 6. I have more that I'd like to add to this spreadsheet in terms of the data it contains, but I feel it's time to get everyone's input on it. Mine is not the only opinion out there, and the input of everyone should be consulted before we come to a decision to delete anything. 7. Unfortunately, the data on any one tab does not immediately transfer to another tab. If you feel a map should be promoted or demoted from where it currently is, please comment all ALL necessary pages. I'm in the process of copying my comments from the front page to the back 3 pages, but soon, everything should be cross indexed.
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| Sat Mar 21, 2009 5:34 pm |
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Dr Him
Site Admin
Joined: Tue Mar 06, 2007 3:25 pm Posts: 751 Location: Madison, WI
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 Re: Maps on the server, a handy-dandy spreadsheet
Awesome. I've done some fucking around with Google Spreadsheets. You can have cells refer to cells in other sheets, even entire other documents (this is how I dynamically generate the "contributors" sheet at the root of drhim.com... it picks this out based on rules from the private sheet I have with all the data on that.
So you might be able to auto-generate the maplist, votelist, adminlist based on the status column in the first spreadsheet.
Nice work.
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| Sat Mar 21, 2009 7:05 pm |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: Maps on the server, a handy-dandy spreadsheet
This is great stuff for sure!
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| Sat Mar 21, 2009 7:26 pm |
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Ninja_Steave
Joined: Mon Feb 02, 2009 8:26 pm Posts: 153
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 Re: Maps on the server, a handy-dandy spreadsheet
I'm going to need to do this while I'm playing, since I can never remember what each map is called, I only remember vague descriptions of them.
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| Sat Mar 21, 2009 9:51 pm |
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Clueless
Joined: Sun Dec 09, 2007 1:19 am Posts: 247 Location: Cali
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 Re: Maps on the server, a handy-dandy spreadsheet
I think fungi feels more strongly about egypt than "nominated for demotion"
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| Sat Mar 21, 2009 10:05 pm |
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theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
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 Re: Maps on the server, a handy-dandy spreadsheet
Ninja_Steave wrote: I'm going to need to do this while I'm playing, since I can never remember what each map is called, I only remember vague descriptions of them. Which brings me to another idea that I have, and that is, can we pull some of the screenshots off of FPS Banana and host them on the Lab serve such that we can see them here in the forums without linking off to another webpage? Our maplist would then have the name and a thumbnail of each map so people would be able to connect the two.
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| Sun Mar 22, 2009 6:10 am |
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Ninja_Steave
Joined: Mon Feb 02, 2009 8:26 pm Posts: 153
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 Re: Maps on the server, a handy-dandy spreadsheet
That would be very helpful.
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| Sun Mar 22, 2009 8:15 am |
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FurbyDestroyer
Joined: Fri Aug 22, 2008 9:41 am Posts: 304
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 Re: Maps on the server, a handy-dandy spreadsheet
Thread deserves a sticky, and thus it shall be
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| Tue Mar 24, 2009 9:36 pm |
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Easytokill
Joined: Mon Jan 26, 2009 10:13 pm Posts: 109 Location: Newark, DE
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 Re: Maps on the server, a handy-dandy spreadsheet
Nice spreadsheet before I add my input I thought I'd throw something out there to consider. Do you think it would make sense to rate the maps on some kind of scale say 1-10? You could get ratings all across the board but if a lot of people rated a map in the 8-10 range for example you would know that is a popular map to keep in the rotation. While others with a mixed response or generally middle rankings would fall in the "admin only" category.
Just a thought to consider.
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| Wed Mar 25, 2009 8:31 am |
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FurbyDestroyer
Joined: Fri Aug 22, 2008 9:41 am Posts: 304
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 Re: Maps on the server, a handy-dandy spreadsheet
yo, larom between chron and i we added
cp_2skyscraper_b3 cp_devilsbrew_1_0 ctf_decker_b1 ctf_redgiant_b4 dm_cyberpunk pl_donkeykong_final pl_jungle_a1c cp_redfort_a3 koth_lighthouse_rc3 pl_waste_b4
ctf_redgiant_b2 to ctf_redgiant_b4 (in votes) tc_meridian_b4 to tc_meridian_b5
into the spreadsheet, now we just need to test em and rate em. I didn't change the status colum in there rows cause i didn't quite get what you had going there with the colors.
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| Wed Mar 25, 2009 4:22 pm |
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theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
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 Re: Maps on the server, a handy-dandy spreadsheet
So, a good number of people have used my spreadsheet to express opinions, tongue-in-cheek jabs, and learn more about what we have on our server. Thank you to everyone who took my project and ran with it: Dr. Him, Chron, Keys, Fungi, Zarol, Steave, Clueless, Furby, and Panda.
He's a synopsis of what we've learned:
Arena maps: No one likes them, but no one really wants to get rid of them because they are almost all Official Valve content. We have 7, and they all will stay as "Admin Only" so we can get to them, but don't have to worry about seeing them come up in the map vote.
Circle Control Point: We only have one map, Circle Jerk, and we have 1 person wanting to see it in votes, one person saying it should stay in Admin only, and one person wanting to remove it. I feel with such a mixed bag, the easiest thing to do is to leave it in Admin Only until we get more of a plurality on what to do with it.
Capture Point: We have 54 maps! We are in almost complete disagreement on what to do individually with each map, but there are 21 nominated for removal, most of which are fairly straight forward. I think our threshold for remove should be 3 votes. This means if a map has not yet gotten 3 votes to remove (Science, Shock, Stag), it stays until more people agree to delete it. It also means that if a map has 3 more people voting to remove it than voting to keep it (Beach_Final, Bedrooms3) it still goes, but if a map has not been outvoted by 3 (Floodzone2, Floodzone3) it stays until the votes change. What do people think?
Beach_Final: 4 votes to remove, 1 to keep (Furby) Beach_Invasion: 6 votes to remove Bedrooms3: 5 votes to remove, 1 to keep (Ninja Steave) Bloodstained: 5 votes to remove Canyon_B2: 4 votes to remove Castle3: 6 votes to remove (and prefer to updated Castle4) Dust_2_v9: 5 votes to remove Floodzone2_Final: 3 to remove, 2 to keep (Zarol, Furby) Floodzone3_x5: 4 to remove, 2 to keep (Zarol, Furby) Floodzone Him_A1: 5 to remove (prefer to updated A3 version) Grand Canyon: 5 votes to remove Heatsink: 4 votes to remove Mini-Canyon: 4 votes to remove Nuke_v2_Beta3_fix: 5 votes to remove Science_B2: 2 votes to remove (Chron, Furby), no other comments Shock: 1 vote to remove (Chron), no other comments Stag: 1 vote to remove (Furby), no other comments Tooltown: 4 votes to remove Toyfort_Beta2: 3 votes to remove Warpath_Egon: 5 votes to remove Warpath_Final: 4 votes to remove
Capture the Flag: We have 37 maps. Same as CPs, a lot of disagreement on where the kept maps live, but a lot of consensus on what to get rid of: 21 maps up for deletion. Once again, I think the Threshold should be 3 for the maps: not yet 3 (Moonwalk, Powerhouse Jr, Respect) stays, outvoted by more than 3 (Office Extended) gets deleted, not outvoted by 3 (2Fort, Jinxed, Powerhouse, Snofort) stays.
2Fort: 3 votes to remove, 1 to keep (Larom) 420_X_Games: 4 votes to remove Bases: 3 votes to remove Canyon: 3 votes to remove Crossover_B3: 5 votes to remove DropDeadFred: 6 votes to remove Faceoff: 5 votes to remove Jinxed: 2 votes to remove (Chron, Zarol), 1 to keep (Larom) Moonwalk: 1 vote to remove (Chron), no other comments Office Extended: 5 votes to remove, 1 to keep (Furby) Ouch: 5 votes to remove Powerhouse (the full size one): 1 vote to remove (Chron), 1 to keep (Clueless) Powerhouse Jr (the small one): 2 votes to remove (Larom, Keys) no other comments Ramped: 3 to remove Respect: 2 votes to remove (Larom, Keys) no other comments Rugby: 5 votes to remove Rushhouse: 5 votes to remove Scorpion: 4 votes to remove Smuggler: 4 votes to remove Snofort: 1 vote to remove (Furby), 1 vote to keep (Zarol), no other comments Stronghold: 4 votes to remove
Deathmatch: We have 2 old ones and a new one. The old ones are up for deletion. With the 3 Vote threshold applying, 1 will be out and 1 will be kept.
Biosphere: 5 votes to remove, 1 vote to keep (Furby) Mario Kart: 4 votes to remove, 2 votes to keep (Furby, Steave).
Domination: We have 1 map, Canal Zone, that we're keeping in Admin Only for the time being. It's a big map for a full 18 person server.
King of the Hill: We have one new one, and an old one up for deletion. With the 3 vote threshold applying, Ziggurat will be out: 7 votes to remove.
King of the Flag: We have 3 maps, all of which are up for deletion. With the 3 vote threshold applying, 1 will be out (Science), 2 will be kept (Chemistry, Inner City).
Chemistry: 3 votes to remove, 1 vote to keep (Larom) Inner City: 2 votes to remove (Chron, Furby), 4 votes to keep Science: 4 votes to remove, 1 vote to keep (Larom)
Payload: We have 16 maps, and it is probably our favorite map type due the highest percentage of available maps being active in the rotation or votes. 4 maps are up for deletion. With the 3 vote threshold applying, 2 will be out, 2 will be kept.
Black Mesa: 1 vote to remove (Chron), 1 vote to keep (Keys), no other comments Cave: 2 votes to remove (Chron, Keys), no other comments Dreadnought: 6 votes to remove Keep it Away: 3 votes to remove
Territory Control: We have two good maps, but no one seems to like Territory control. Neither are up for deletion, but all votes are to move (keep) them to Admin Only.
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| Sun Mar 29, 2009 2:37 pm |
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Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
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 Re: Maps on the server, a handy-dandy spreadsheet
^ A couple more things ^
Yeah, deleting official content is outta the question, although I'd love to get rid of 2fort!
Also, I don't know how everyone else used the spreadsheet, but the way I went about it is if I left the field blank, that means I'm happy where it currently is.
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| Mon Mar 30, 2009 11:01 am |
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TeeKaye
Joined: Sun Mar 01, 2009 5:27 pm Posts: 123 Location: Canada
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 Re: Maps on the server, a handy-dandy spreadsheet
chron don wrote: Also, I don't know how everyone else used the spreadsheet, but the way I went about it is if I left the field blank, that means I'm happy where it currently is. that's exactly what i've been doing. if a field is blank either i'm fine with where it is, or i haven't had a chance to check it out.
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| Mon Mar 30, 2009 2:19 pm |
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theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
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 Re: Maps on the server, a handy-dandy spreadsheet
TeeKaye wrote: chron don wrote: Also, I don't know how everyone else used the spreadsheet, but the way I went about it is if I left the field blank, that means I'm happy where it currently is. that's exactly what i've been doing. if a field is blank either i'm fine with where it is, or i haven't had a chance to check it out. That is exactly what I was assuming. Which is why I was taking note of the votes to keep a map, because for that person their like of the map was above an "average" level and enough to make them comment about it, not just leave it blank. This is where the idea of the three vote threshold came from, in that if 1 person really likes a map (and comments to that effect) you need three more people than that who really don't like a map and have commented to that effect in order to remove it.
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| Mon Mar 30, 2009 2:31 pm |
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Malmuerte
Joined: Thu Jun 19, 2008 8:19 pm Posts: 283 Location: Indianapolis, Indiana
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 Re: Maps on the server, a handy-dandy spreadsheet
I just hit 2. 
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| Mon Mar 30, 2009 2:48 pm |
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