The only types of maps (including their gfx) that should not be able to be loaded on a public server are
a. the flat-out broken ones and of course
b. any shit that beares legal issues (infringement, banned symbols, ...).
Anything else shouldn't be generally/globally banned and instead of someone sorting out the poor quality maps, we rather should implement a system, which labels the good maps as such and by that, provide us with meta info allowing to identify the good ones. (This would come in handy for something else I'll get to further below, split server browser, that is.)
Actually, by this definition I consider so-called GEMAs to be valid maps no less. Personally, I don't remotely enjoy that stuff. Nothing has changed here, but GEMA sure has its place in the cube universe and yeah, I used to go quite harsh on those in the past, I know, but let's just not go there...
In order to solve the most apparent problem, you could simply separate 'officially-encouraged-to-play-on' servers, that is, servers featuring maps of approved quality (here's the label thingy again!), from those fancy community stuff by adding another tab to the server browser. Splitting up the server browser may seem a little awkward considering the short list of active servers today. However, that way it will be abundantly clear to everyone, where one has to go to experience stock AssaultCube and where to find something different the community came up with, which naturally can't be expected to always meet 'official standards'. Though, maybe even pop a prompt up on the screen when changing to the community-tab, informing about exactly this, just like CS:GO is doing it.
Anyway, there already are measures in place, which prevent the hopelessly broken maps from being loaded. So there are indeed maps being 'banned' right now. Nothing new here. Frankly, the current system isn't the best, quite controversial for different reasons and as far as I know, has received some reworking in the next version, but I still believe we need it. In fact, in my opinion, any editor for any game should not allow the user building structures, which are not going to be computed correctly by the engine and leave the player with their game choking up or even worse. That's where the freedom of creativity hits its natural boundaries.
Anyway, believe me, we have had worse trash than anything being played today and there had been a time when that sort of crap started overshadowing the regular game and became a real issue. However, map quality alone won't explain the lack of players today, neither does the existence of restrictions. By the way, this myth, that is, map restrictions have killed the game, does by no means regard the complex situation back in the day and is just the easy way to point fingers at someone. To put it short, I strongly believe the core issue AC has been struggling with ever since the day it gained greater popularity (post version 0.93) is to cater to the 3 basic player types (casuals/competitives/creatives) equally and instead has been trying to find that one compromise somewhere in between. I didn't know any better 5 years ago myself. But now, I'd say if there's one thing AC can learn from CS:GO, then it's this. You got to provide a dedicated mode/infrastructure for all these groups.
Finally, the prevalence of weird maps being played is not the cause for players to stay away, but actually only the symptom of a lack of players willing to play the real thing. So, the question is, how to get in players that enjoy the regular game more than their daily goof.
a. the flat-out broken ones and of course
b. any shit that beares legal issues (infringement, banned symbols, ...).
Anything else shouldn't be generally/globally banned and instead of someone sorting out the poor quality maps, we rather should implement a system, which labels the good maps as such and by that, provide us with meta info allowing to identify the good ones. (This would come in handy for something else I'll get to further below, split server browser, that is.)
Actually, by this definition I consider so-called GEMAs to be valid maps no less. Personally, I don't remotely enjoy that stuff. Nothing has changed here, but GEMA sure has its place in the cube universe and yeah, I used to go quite harsh on those in the past, I know, but let's just not go there...
In order to solve the most apparent problem, you could simply separate 'officially-encouraged-to-play-on' servers, that is, servers featuring maps of approved quality (here's the label thingy again!), from those fancy community stuff by adding another tab to the server browser. Splitting up the server browser may seem a little awkward considering the short list of active servers today. However, that way it will be abundantly clear to everyone, where one has to go to experience stock AssaultCube and where to find something different the community came up with, which naturally can't be expected to always meet 'official standards'. Though, maybe even pop a prompt up on the screen when changing to the community-tab, informing about exactly this, just like CS:GO is doing it.
Anyway, there already are measures in place, which prevent the hopelessly broken maps from being loaded. So there are indeed maps being 'banned' right now. Nothing new here. Frankly, the current system isn't the best, quite controversial for different reasons and as far as I know, has received some reworking in the next version, but I still believe we need it. In fact, in my opinion, any editor for any game should not allow the user building structures, which are not going to be computed correctly by the engine and leave the player with their game choking up or even worse. That's where the freedom of creativity hits its natural boundaries.
Anyway, believe me, we have had worse trash than anything being played today and there had been a time when that sort of crap started overshadowing the regular game and became a real issue. However, map quality alone won't explain the lack of players today, neither does the existence of restrictions. By the way, this myth, that is, map restrictions have killed the game, does by no means regard the complex situation back in the day and is just the easy way to point fingers at someone. To put it short, I strongly believe the core issue AC has been struggling with ever since the day it gained greater popularity (post version 0.93) is to cater to the 3 basic player types (casuals/competitives/creatives) equally and instead has been trying to find that one compromise somewhere in between. I didn't know any better 5 years ago myself. But now, I'd say if there's one thing AC can learn from CS:GO, then it's this. You got to provide a dedicated mode/infrastructure for all these groups.
Finally, the prevalence of weird maps being played is not the cause for players to stay away, but actually only the symptom of a lack of players willing to play the real thing. So, the question is, how to get in players that enjoy the regular game more than their daily goof.