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Tempus Update Thread

Rob123 · 79 · 43137

Rob123

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Putting it into text here as I've had lots of people ask about updating maps to newer versions.

Majority of maps with new versions require a wipe of all times, this is something we really don't want to do as it's not fair to the players who spend time grinding for completions or top times. I don't want people joining the server and going "Oh this map is going to get updated anyway, I won't bother running it". Nor do I want people joining the server and trying to figure out what happened to their hard-earned times.

For quite a while now I have only been adding maps after I've explicitly heard from the authors that the version is final. Yet plenty of these maps have gone on to receive updates, which is frustrating. I understand the difficulty of getting proper feedback on maps before releasing them, and I think this is  probably an area that would be good to get more support or improvements for in the jump community.

That also being said, there's the time and effort required to add a map. Maps take me an average of about 30 minutes to add each, this includes uploading, zoning, tiering, !level data, author data, entity editing and more.

I have probably shown that I much prefer to add new maps than update existing ones. Even ones that were supposed to be simple took ages because of things like the whole map changing coordinates, making zones useless *cough* LANC *cough*. I hope this sheds some light on why.

Going forward we're trying to think of how it's best to approach this. One option is some sort of map versioning support, where times on older versions of the map are kept and are accessible, but have all the points removed from them. However, would require extensive work, and still feels like we are wiping times and points from players. So I'm not happy with this as a solution, and I'm also concious that css surf manages to avoid all of this through a different community mindset around mapping.


TomSinister

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I'm also concious that css surf manages to avoid all of this through a different community mindset around mapping.

What is the CSS mindset? I'm new to mapping, so I want to be in whatever mindset helps the community the most.


nolem

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I'm also concious that css surf manages to avoid all of this through a different community mindset around mapping.

What is the CSS mindset? I'm new to mapping, so I want to be in whatever mindset helps the community the most.

I'm pretty sure that he means all the testing is done privately before release, so all map releases are essentially final and  generally don't have a _a2 or _b2 or _rc1 or anything on the end.


TomSinister

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I'm also concious that css surf manages to avoid all of this through a different community mindset around mapping.

What is the CSS mindset? I'm new to mapping, so I want to be in whatever mindset helps the community the most.

I'm pretty sure that he means all the testing is done privately before release, so all map releases are essentially final and  generally don't have a _a2 or _b2 or _rc1 or anything on the end.

Ahh, I don't think that's really possible for jump. Out of the 20 or so jumper I asked to test sinister when I got to my final build only 1 person tried to actually beat the map once and give feedback. It took several months before anybody else wanted to play it. I guess that's what I get for making my map too hard :P


RNC1839

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dont forget bouncerific

Actually you can forget about that one for a while.

There are a few bugs that I want to fix, but I can't because the map just won't compile. There are too many T-junctions and if you know what those are you're probably not surprised by that at all. I could fix that by just turning everything into props (i think) but for some stupid reason 30+ textures just won't work with propper, so I can't.

Hammer is dumb.


Rob123

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@CSS Mindset - Yea, private map testing for much cleaner names and releases. Even I am guilty of this with deserted and void, where I'm not sure if I was even thinking of releasing new versions. It's kind of just the done thing in jump to tag something on the end of the name.

@Bouncerific - RIP, that was on my to-add list. Editing posts from saying "FINALIZED  8)" would be good here. I guess it's also why I have to keep talking to authors and not just rely on forum posts.


RNC1839

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Yeah finalized really is a word I should just never use.


John

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yeah it's difficult to release maps and get feedback on them- sometimes it takes weeks or months to find some bug in the map. it's even worse when it's private testing because then only a set amount of people will know about it before release, and even then not all bugs might be found.

speaking of which I had only like 6 people test jurf2 before giving it to ToTH players to test it, and only THEN did I get some additional bugfixes that I wouldn't have changed otherwise. our community of good jumpers is small, and collecting info is difficult.

hell, i still haven't really gotten any bugs for jurf2 even after release (save for something about getting stuck in one of the sewers somewhere)


Rob123

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4th October 2015

New maps!
  • sketchy2_rc1
  • sinister_final
  • resi_b2
  • underworld_v2
  • kinetics_d3
  • aigis_a4
  • claustro_final
  • bunker_final
  • tf
  • ofc_v2
  • ultimatebuttfucker
  • simply_v2
  • jurf2_a1

This one took a while to prepare, so hopefully I didn't miss anything. Big thanks to Seras, Peace and others for help with tiering.



SALSAA

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4th October 2015

New maps!
  • sketchy2_rc1
  • sinister_final
  • resi_b2
  • underworld_v2
  • kinetics_d3
  • aigis_a4
  • claustro_final
  • bunker_final
  • tf
  • ofc_v2
  • ultimatebuttfucker
  • simply_v2
  • jurf2_a1

This one took a while to prepare, so hopefully I didn't miss anything. Big thanks to Seras, Peace and others for help with tiering.
Hey rob, could you update glassydev? Its a lot better in its final version.
Why do you read this like it doesn't even matter just read my message its probably more important


Dr. Heinz

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Rob123

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Just a quick update that I should have done last week.

Firstly, I'm currently on holiday in Europe for over a month. So apart from critical bug fixes, there will be minimal updates.

Also happy to formally introduce Peace as the map manager for Tempus. Hopefully people have noticed a more steady stream of maps coming in. Thanks to everyone who volunteered for this


John

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Also happy to formally introduce Peace as the map manager for Tempus. Hopefully people have noticed a more steady stream of maps coming in. Thanks to everyone who volunteered for this

god have mercy on your soul. but no really good luck with all the sick new christmas maps that may or may not be coming out