That was one of my theories as well. I just ran a test to see if the file name is relevant to the map name and it isn't.
I took the Beach Battle map/forerunner_sample.map and renamed the file to dupe_test.map and started a network/Lan game. Beach Battle was available and playable in the custom maps section. I then placed two copies of the map the dupe_test.map (copy) and the forerunner_sample.map (original) in the \maps directory and re-started. Only one instance of "Beach Battle" appeared in the custom map list.
This tells me that the map name is not connected to the file name and that the file name is irrelevant. It also leads me to believe that they must be using a checksum as the unique identifier for determining duplicate maps. The followup question to this is: Is the checksum a full file checksum or just a checksum of the the internal maps properties?
Maybe someone can help me here: The only way to test this is to take a test map and give it a name, compile it, rename the *.map file then give it another name and compile it again. Put both maps in your maps folder and see if both names show up. If both names show up then the map name is part of the checksum if not then the checksum only consists of the internal map data.
Depending on the outcome of this test I can foresee several issues for maintaining some selembance of version control on the maps website.
Ok, no mauling today.
Scenario 1: You will see both listed as "Beach Fight" in the browser
Scenario 2: When you try to download the second fight.map you will get a prompt that warns you that there is a newer version of this map available, would you like to download it? Which is great if it IS a new version of the map, but not so great if its totally seperate as in your scenario.
Also, the checksum is full. If any one bit is different it'll fail to match.
Hope this helps. As always if you have suggestions about how to make that experience better, we would love to hear them.
-Bum
Thanks for clearing that up! I just hope problems don't develop later where we have a bunch of 'noobs' seeking attention and compiling crappy box maps with the name of popular custom maps fooling the person browsing the servers to think its a new version of the map.
Perhaps, rather than overwriting the old map with a new one there should be an option to save the old map into an old version folder and tag the version onto the maps filename. That way if it is some crappy trick to spread bad maps you can restore the old map.
yes that'd be a great thing to have, and have it delete the old map after X amount of days that is set by the player, just in case it is a public beta or a released map that had some bugs that needed to be fixed. One thing I hate about games that can down load custom maps from with in the game/server browser is that you'll have to watch out for tricks that some one might play on others, or you might be the one who made the map and forgot to back up the map file in case you messed some thing up and had to go back to find what you messed up on. I've had to do that a few times back when I use to play StarCraft and made my Zergling blood map.
Thank you for taking the time for answering this, however as I expected the response brings up several more questions. As I said I am trying to set a reasonable policy for map submissions at the Halo Maps website.Scenario 2: When you try to download the second fight.map you will get a prompt that warns you that there is a newer version of this map available, would you like to download it? Which is great if it IS a new version of the map, but not so great if its totally seperate as in your scenario.
I want to be sure that the website does not introduce any confusion about the user created maps. In Halo CE people would make minor updates to their map and keep the same name, also very often one or more people would use the same name for totally different maps and it would cause mass confusion because they would see the map name in the lobby but couldn't join because the map on their PC was different than the one on the server. The confusion was because they thought they had the map.
As I understand it the physical Halo 2 map file (*.map) filename is not integral to the determining the map. I determined this by renaming a custom map - Earth City - file (human_example.map) to another filename (dup_test.map) and the map Earth City was still found and playable. I placed both the original map filename and the duplicate renamed one in the \maps folder and only one instance of Earth City was found. From this I surmise that Halo 2 must use some sort of checksum process to differentiate between maps.
The follow-up questions then are:
1) Is the checksum calculated from the full file data or just a portion of the internal map data: meaning does the imbedded "map name" count in the checksum calculation?
2) So if I take a level and name it "level 1" then compile it into level1.map then take the same level and just name it "level 2" and compile it into level2.map will Halo 2 think they are different maps or the same map?
My ultimate goal is to prevent the distribution of the same map under different names and also to prevent the confusion of people joining a server and downloading an older version of the same map. If you have any suggestions on this matter from your perspective please feel free to impart some wisdom.
Thank you
Dennis
Webmaster - Halo Maps website
http://www.halomaps.org
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