#22043 posted by
negke on 2012/08/23 10:19:40
The reason I asked is because there seems to be a conflict between the editor's rating system and the way users interpret their own ratings.
There was a particular user who rated maps in this typical undifferentiated "all or nothing" fashion that's so common all over the internet. It was especially annoying, because he downrated maps when he was just too dumb to run and play them correctly, if there was a heapsize error, for instance, or he got lost, killed by a trap, blocked by an awkward clip brush. And at least one point rigging, too.
Though it also made me wonder about the systems. I never really thought about it and just assumed people would more or less base their ratings o similar criteria like we do, which tries to go beyond personal preference to a certain degree. But then, it suddenly seemed more likely that they interpret the user rating more like "How much did you enjoy this map?" - "Very much" (5)... "Not at all" (1), which could well result in low ratings even for 'good' maps. Hence my question without further information.
Of course, we know that the editor's rating is a questionable thing. The idea behind is to give people a rough indication of the overall quality of a release, so that they won't have to take their chances and end up with only the worst maps. Ideally, the whole system would be entirely made up of user rating like on DW, but the problem is that each map would need to have a minimum number of ratings, ten or so, for it to work (to become somewhat credible and counter individual troll votes). It's no problem on DW because of its age and the fairly high number of users. However, I doubt it would be easy to establish for Quake, considering how few people are willing to participate. Even on Func, it seems many of the regulars can't even be bothered to leave some quick feedback on a map they've just played, so it's even less likely to work on an external site.
How would it influence your ratings if the system wasn't about numbers (of hearts or stars), but corresponded to our text ratings ("poor", "average", "nice")?
Also, I believe it's about time the Quake Injector gets updated with features like rating and commenting (account-baded), maybe even something to emphasize the desirablity to rate after playing (pop-up, red outline, or the like).
Re: Rating System
#22044 posted by
quaketree on 2012/08/23 23:39:31
Perhaps you could set up some guidelines first. For example use a 1-100 point system with say 1-20 points for texturing and lighting, 1-20 points for the layout and clipping, 1-20 points for item and enemy balance, 1-20 points for game play and pacing and 1-20 points for enjoyability (or some mixture thereof with less weight given to some aspects and more weight given to others). Then you can divide and average the final number to the range that you prefer (1-5 or 1-10).
That way you might be able to get some feel for where the overall opinions (good and bad) come from and where a particular level failed to meet others likes and dislikes.
#22045 posted by
Spirit on 2012/08/24 00:01:42
I think that would be way too complex. even with limiting each to a reasonable 5 scale it would be even harder to get people to rate.
the user ratings are meant for random Mr Smith.
#22046 posted by
metlslime on 2012/08/24 00:23:57
metacritic weights different reviewers based on how reliable they are, i think... (reliability = closeness to norm, i think?)
Also, Some review aggregators will ignore the outliers... so a bunch of 4s & 5s with a single 1, the 1 would be ignored.
Both of these require enough raw data to even have outliers and norms, of course.
#22047 posted by
Spirit on 2012/08/24 14:51:10
sock: Those things exist at Quaddicted (comments, ratings and tags history of users) but they are not linked and only available for registered users.
https://www.quaddicted.com/reviews/user.php?username=Spirit
I think I should probably through my privacy concerns away and link them from comment pages.
I really like the idea of user-created lists/selections so I wrote some thoughts on implementation:
https://www.quaddicted.com/forum/viewtopic.php?id=84
Quakeinjector
#22048 posted by
megaman on 2012/08/25 10:04:33
it would even be relatively easy to measure how long players spend with a map. But at least until oct, i have zero time to spend on it. It would really be awesome if someone could take over. I'm here to answer questions.
#22049 posted by
Spirit on 2012/08/25 11:18:58
nah, that would need to be in-engine. you could not know about level changes, pauses etc from measuring the time quake was running from the outside.
full offline support and comments and ratings (and tags) would be my favourite issues.
Didn't Know Shambler Did Performance Art Too
#22050 posted by
Spirit on 2012/08/29 15:56:27
Ah the DNF of mods is still around eh :)
Negke
#22055 posted by
nitin on 2012/09/02 16:30:23
yes. I went to the page but they dont have any screenies or info, well none that I could find.
Check This:
#22056 posted by
RickyT33 on 2012/09/02 16:40:27
http://www.blackmesasource.com/404.php
Every time you refresh the 404 page it gives you a different picture, mostly just jokes, including the 'goatse grub'.
Random
#22057 posted by
necros on 2012/09/02 19:20:55
i think it's the thing with the original hl maps for hl2?
Nitin
#22058 posted by
DaZ on 2012/09/02 22:30:51
It is Half-Life remade in the source engine. Appears to be very high quality from the trailers and screenshots they have put out over the years.
As others already mentioned, it is the DNF of game mods, they originally posted a release date back in 2009 (heh) but after that came and went the team went quiet and the jokes started pouring in :)
Anyway, it looks very nice. I'll probably do a video series on it for the you of tubes.
Also, Soundtrack
#22059 posted by
DaZ on 2012/09/02 22:36:02
http://www.blackmesasource.com/soundtrack.html
Listened to a few tracks, pretty good stuff actually.
DaZ
#22060 posted by
Preach on 2012/09/02 23:50:06
Please post a 10 second video review of Black Mesa Source saying "This thing plays like a game from 1998 - thumbs down" thanks bye.
Ok Cool
#22061 posted by
nitin on 2012/09/03 15:49:12
will definitely check it out.
Aha
#22063 posted by megmn on 2012/09/05 17:20:30
preach
This thing plays like a game from 1998
In the case of DNF that would have been preferable to what we got :p
Hey Necros
#22065 posted by
negke on 2012/09/05 21:31:28
Care to code some simple brushwork <-> mdl converter? Cool, thanks!
#22066 posted by
Spirit on 2012/09/05 21:41:08
you might be able to do that with noesis, maybe through an intermediate format.
why not just embed bsp files though? what weird stuff are you building again.
#22067 posted by
necros on 2012/09/06 03:00:59
I've been thinking about that, actually, but the way brushes are defined just doesn't make sense to me. But yeah, it'd be really cool to be able to do that.
Are you trying to convert from brushes into a model or a model into brushes?