where maps relatively quickly cycle in and out of a featured "playlist"
Pretty sure VPK is already a compressed archive format, plus there's probably not a lot you could do to textures that are already stored as compressed image formats.As for other space saving things: would it be possible for all the vpk files to get some form of compression, like a .bz2 or zip file (or like repacking the bsp for that matter)?
Perhaps Valve could, if doing this - or any system where certain maps are kind of, promoted but not added - extend the stamp system to them, and make it clear that stamp purchases on a map are an excellent way to recommend it be added to the game. The mappers get small amounts of money from stamps as well as the publicity, and maps that are chosen then get the usual amount. Being in an operation then gets you downloaded with the game, gets you the money from the operation, and gets you included in whatever fancy contracts system is in use for that operation.
More to the point, as I interpreted it, 'low performing' maps would be in terms of playtime, popularity, balance. So, if we use Junction, a map which is unpopular and arguably unbalanced on larger servers, I would think that it would get the 'low performance' marker, because not too many people are excited to play the map. So I would think that 'low performing' would basically be a measure of how fun it is for players. I miight be over thinking it now, but you'd think that naturally, you would want to be diverting your players to the statistically 'most fun' maps so that the perceived quality of TF2 goes up, rather than being more hit-or-miss. You want to increase the chances of new players hitting the most fun maps, which means they'll have the best enjoyment from the game, and a better chance at a longer retention.
Nope. I did a quick calculation of all the VPK files with hl2_textures (in Team Fortress 2/hl2) which made it around 1.27GB. I then opened the dir file which showed, you guessed it, 1.27GB.Pretty sure VPK is already a compressed archive format, plus there's probably not a lot you could do to textures that are already stored as compressed image formats.
This is just for clarification sake, but what exactly are we talking about here? Maps that don't get played on enough such as tc_hydro? Or maps that are popular (measured in terms of how many people connect to a server running that map) but are poorly optimized and thus cause players to leave or even crash out.culling out the low performing maps?
This is just for clarification sake, but what exactly are we talking about here? Maps that don't get played on enough such as tc_hydro? Or maps that are popular (measured in terms of how many people connect to a server running that map) but are poorly optimized and thus cause players to leave or even crash out.
Surely popularity could be measured in terms of connects, disconnects and average playtime. I think you'd have to ignore connections during setup time and after the match has been won. My idea about this is that if players see a map they like is being played on a server, they join the server to play it and stay on that server till the map time runs out. Counter to this is when the nextmap is one players don't like, so they all disconnect.
More to the point, as I interpreted it, 'low performing' maps would be in terms of playtime, popularity, balance. So, if we use Junction, a map which is unpopular and arguably unbalanced on larger servers, I would think that it would get the 'low performance' marker, because not too many people are excited to play the map. So I would think that 'low performing' would basically be a measure of how fun it is for players. I miight be over thinking it now, but you'd think that naturally, you would want to be diverting your players to the statistically 'most fun' maps so that the perceived quality of TF2 goes up, rather than being more hit-or-miss. You want to increase the chances of new players hitting the most fun maps, which means they'll have the best enjoyment from the game, and a better chance at a longer retention.
That's the problem. Valve servers run these maps. So unless Valve is willing to remove maps like Junction or Fastlane from the map rotation you'll always need to download maps over and over again.To be honest, I wondered why they didn't do something like this sooner. We have a lot of maps that most players never see and for good reason. Removing excess bloat while still keeping the maps accessible is an ideal solution. The only difference is that you have to download these maps should you ever meet the edge case of a server running one.
That's the problem. Valve servers run these maps. So unless Valve is willing to remove maps like Junction or Fastlane from the map rotation you'll always need to download maps over and over again.
It would be better if Valve did that first with their own maps, or the ones they bought like years and years ago. While maps like Fastlane and Junction and Frontier may have worked back in the 2008-2009 era, they certainly don't do well now because while the game itself has evolved with all the unlocks and weapon balances, the maps have stayed the same.I wonder what would happen if all community maps were removed and then rotated back in periodically as big batches. Kinda like CSGO, only with larger map sets, but not necessarily tied to a campaigns or updates.