Monday, February 13, 2012

Stats as of Feb 13

I like the new rotation, I've been saying for over a year that they should change the rotation so permanent maps are played more. And now they are, or at least some of them. The "best" maps are promoted to P4, P5, etc. depending on their type and are put into the official rotation, which goes like:

Vanilla / Normal or Protected / Very good map / Art map /
Vanilla / Normal or Protected / Halfway between Protected and Very good map / Racing /
Vanilla / Normal or Protected / Very good map / Cooperation map /
Vanilla / Normal or Protected / Shaman map / Mechanism map /

There's around 100 maps in each of the P4+ categories, so you can expect to see one of those maps about 1/1600 of the time. How does this compare to normal maps? CFM says there's 120k maps in rotation but I have to believe that's a huge overestimate, as it doesn't remove deleted maps right away. I remember a number closer to 15k last year, but maybe there's a lot more since there's a lot more maps being made. (We're almost to 1.5 million, and 1 million was just two months ago.) If we guess at 40k maps, then you can expect to see one of them 1/160000 of the time. That is, maps in the P4+ categories get played about 100 times more often than normal maps. I actually see some of my maps now!

The P1 category has been loosened (which doesn't matter much, since they aren't played any more often than normal), over 4k maps now compared to under 1k a month ago. I can only see if a map is permanent when I check in the editor, so the categories I have here I got from CFM. I didn't post a picture for Chocolate Wall, as it was a clone of Map 74, In the Mud. Tig still hasn't fixed the clouds passing through clouds bug, which is quite annoying, as all of my wires maps are broken because of it, and a few other ones as well. Anyway, here are the stats:

1459650 - indiana jones


This map was a long time in the making. I originally planned something like this in the early days of map editing, when we only had 20 (!) grounds to work with. I wasn't satisfied with it so I never finished it. Then I got reinspired and planned on doing a whole series of maps, all looking the same but each with a different trap. (This is the new series I was referring to back in November.) But the actual creation of the maps was less fun than designing them, so I kept putting it off. Then we had the update that raised the limit to 50 grounds, and I thought I could now probably fit most of the traps into one map. So, the map finally got finished.

This was the idea for the original map (I still had the XML):


1451303 - butterflies


Hope a ride on the butterflies!

1445064 - spinners


Another map using the spinning glitch. (Thanks Tktkj's maps for inspiration.)

1433915 - side teleport


A boring map, but was just testing the idea.

Monday, February 6, 2012

1413304 - void moon map


For Voidmoon's birthday.

1405726 - ball circle


Pushing the button will cause the balls to go a bit crazy.

1311628 - temple 6


About 30 seconds in the temple and trampolines burst up, destroying whatever construction the shaman had started.

1262615 - adell map


A map for Adell's birthday.

1219539 - cheese troll


The cheese hops around. (It's a better effect with only one mouse.)