Global Map Standards

Discussion in 'Map Creation' started by Kenneth, Feb 15, 2016.

  1. Kenneth

    Kenneth KZ-Climb.com Founder Staff Member

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    Global Map Approval Standard

    If the global map approval team determines that a map does not meet all of the following requirements, then the map will not be globally approved.

    Technical Requirements

    1. Timer Buttons - The map must contain two func_button entities that will work as start and end timer buttons for the KZTimer plugin. For the start, the entity must be called "climb_startbutton", and for the end, it must be called "climb_endbutton". It is recommended to tick the "Toggle" and "Don't move" flags to avoid usability issues with the buttons. Non-button implementations are also allowed provided they work without issue (recommended only for the end).
    2. Maps must also have one spawn for each team (CT and T)
    3. A unique file name, for example kz_lego and kz_lego_two_redux_v3 cause issues with selecting maps on a server. Map names can not include alpha or beta in the title.
    4. KZTimer Friendly - The map must be compatible with the KZTimer plugin alone. If the map causes issues with the plugin or requires an additional plugin to be played properly, it will not be approved. If it is not feasible to update the map to meet this requirement, feel free to request a change to the plugin.
    5. Optimised - Optimisation is a key component to mapmaking. It is expected that a map has been thoroughly optimised before submission. Refer to this guide for techniques that can be used to optimise the map.
    Content Requirements

    1. Visual Clarity - The visual design of the map should be suited for competitive speedruns. Avoid the use of dark rooms, overly obstructive visuals in the path of the map (e.g. foliage), flashing lights, or a combination of textures/lighting that is overly vibrant or negatively affects depth perception. Clip brushes used around models should accurately represent their appearance.
    2. Port Adjustment - If the map is a direct port, explicit permission given by the original mapmaker is required. It must be evident that the jumps have been adjusted for CS:GO.
    3. Good Level Design - The map must have good level design. This is at the judgement of the global map approval team.
     
    Last edited by a moderator: Jan 22, 2017
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  2. Aaron

    Aaron REGULAR Mapper

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    Plugin Friendly/Limited Randomness sections are pretty vague, can't say I agree with mappers having to cater to people that want the ability to kz as batman but not bad, are old maps grandfathered into these standards?
     
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  3. jag mördade Olof Palme

    jag mördade Olof Palme a e s t h e t i c s .

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    So a map ported without permission is still accepted in the global map pool?
     
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  4. Netcode

    Netcode SEMIPRO Mapper

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    Its not possible really. If you ask nap creators they will always deny ports. However if done without asking its a reoccuring pattern that the original map makers recognize the port but dont really bother too much. Also if we dont accept ports that arent authorized approx 70 maps would fall out of the map pool
    Since Most porters include the sentence that they werent authorized to port the map in the first place.
    I know its kinda messed and definitely not what we all want but removing 70 maps or so wouldnt be
    Very appealing fir globap competitors either
     
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  5. kaldren

    kaldren EXPERT Mapper

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    thanks for this kenneth. Definitely a good outline for someone starting to map!
     
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  6. DutchSNowman

    DutchSNowman SKILLED

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    Thank you for the outline! Much appreciated. I disagree with the 1 minute length part, but it really isn't a big deal. There have been a few maps quite fun to run under 1 minute. Thanks again Kenneth.
     
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  7. Netcode

    Netcode SEMIPRO Mapper

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    kz_autobadges as well as doubletake and one other map gfy_idunno have been discussed and I think most people agreed on keeping them in even tho the new standards would tell differently.
     
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  8. JWL

    JWL Climb Cove Programmer KZ Server Owner Mapper

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    Yes and no. There's a general consensus that maps people enjoy that aren't completely broken should be left alone. For example, if there's 1 perf shortcut, but the map has been grinded out and people don't have a problem with it, then it won't be addressed.

    This is more of a guideline for the time it should take for the average KZ player to finish. Obviously maps like kz_natureblock_go are fine.
     
  9. kaldren

    kaldren EXPERT Mapper

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    i'd be fine if autobadges and doubletake were removed. Autobadges is OK, but not great. Doubletake is a fine map, but it just isnt long enough for the kz involved, it's not really a combo map, the short/hard route is fast enough the second half is just wasted space. maybe for the old maps, could we get some community input on it? maybe not 100% based off a poll, but it'd be nice to see where the player base stands on some of them.

    natureblock is a good example of how short maps should be. fun combos for the whole map.
     
  10. jag mördade Olof Palme

    jag mördade Olof Palme a e s t h e t i c s .

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    Obviously they will deny, 90% of ports over to GO is bad. I wouldn't want some random retard to port my maps incorrectly either.



    Because what can they do? Noone would care about what the mapper had to say, i've had several maps of mine ported to CSGO and i've never been notified of it. If i told them to remove the map do you honestly think they would listen?
     
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  11. Netcode

    Netcode SEMIPRO Mapper

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    ok say bye to approx. 70 maps then :) and pls dont cry when so many maps you enjoyed get removed.

    just took a quick look: 40 maps fell out immediately by just going for the _go or _csgo suffix and maps that i knew were ported. If i go thru again and again... well you get the idea
     
    Last edited: Feb 15, 2016
  12. jag mördade Olof Palme

    jag mördade Olof Palme a e s t h e t i c s .

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    Thats not what im saying, im saying in the future we shouldn't approve maps that aren't verified or made by the mapper himself.
     
  13. JWL

    JWL Climb Cove Programmer KZ Server Owner Mapper

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    It's not this at all. It's the fact that maybe a quarter or so of the map pool run on most KZ servers is ports that were done without permission. Even kz_cursedjourney includes two 1.6 maps within its map (afaik w/o permission). Personally, I don't mind people running ports on their own servers. However, I also will not approve any new port that was done w/o permission or scaled incorrectly.

    You can't stop people from porting maps. There are communities far bigger than us like TW, HG, etc. running completely butchered ports w/ their communities and names stamped all over other people's maps. I don't think porting is a big problem in the KZ community at the current time, as I haven't seen one port in months. The only ports suggested to the Map Tester Team since its formation have been denied.

    We could deny ports that are specifically asked to be removed from the Map Pool, but that's not really my decision. I think ports that have existed from the beginning (ones where nobody's asked for them to be removed, or the mapmaker is no longer active) should stay in the Global Map Pool. However, maps like bkz_apricity, in which the original mapmaker has called it "shit" and is not okay with it, should be taken off. Not to mention that map can cause server crashes and requires far more perfects than any other map.

    TL;DR: Map ports from authors who are inactive are okay. Map ports where the original author has said it's not okay shouldn't be in the Global Map Pool, but are fine to run on servers. New map ports done w/o permission shouldn't be released to the Map Tester Team.
     
  14. jag mördade Olof Palme

    jag mördade Olof Palme a e s t h e t i c s .

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    No, its not.

    If you dont ask the mapper in the first place, DONT PORT IT, if the mapper doesnt respond, DONT PORT IT, if the mapper says no, DONT PORT IT, if the mapper says yes, port it.
     

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