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Rotation Concept

Posted: Thu Jan 14, 2010 11:03 pm
by Masakari
We talked about it in TS already, but here's what I/we envision(ed).

cp_corporation_b3
cp_mainline_rc2
pl_frontier
ctf_haarp_b2
cp_toy_fort
plr_panic_b2
cp_freight
pl_stovepipe
cp_desertfortress

Look good? We can see what people think of it and go from there.

Posted: Thu Jan 14, 2010 11:11 pm
by Stevo
Here's my version that I think has better flow:

pl_frontier
cp_corporation_b3
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
pl_stovepipe
cp_desertfortress

Posted: Thu Jan 14, 2010 11:26 pm
by Dog
Honestly, rotation works so much better than voting!
I've been saying this for years
:D

Posted: Fri Jan 15, 2010 12:10 am
by Gizanked
I haven't been saying it for years but i think its nice, for people that are new to customs then they don't have to worry about voting for maps they don't know. so long as the flow gets worked out ok i'd say a rotation is much better.

Posted: Fri Jan 15, 2010 12:21 am
by l3eeron
Looks good to me.

Posted: Fri Jan 15, 2010 2:08 am
by Boss Llama
My only concern is Desert Fortress. The people who like and show up for that map are different than the people who like and show up for pretty much any of the other maps. Recently, with a full server of around 18-20 people, it got a single vote against the only other option, of continuing the current map in to a second hour. People already on tend to leave when it comes up, and people who come in for it tend to leave when it's done.

At least, that's my impression from playing there anyway. If that charts show otherwise, obviously go with the hard data, but I honestly don't know any of our regular TV2 crew who like Desert Fortress :-/

Posted: Fri Jan 15, 2010 1:26 pm
by Stevo
Good point. How's this look then?

pl_frontier
cp_corporation_b3
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
pl_stovepipe

Masa suggested moving corporation after panic, but I don't think that would work well. Any thoughts?

Posted: Fri Jan 15, 2010 1:33 pm
by Masakari
[quote="Stevo";p="219894"]
Good point. How's this look then?

pl_frontier
cp_corporation_b3
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
pl_stovepipe

Masa suggested moving corporation after panic, but I don't think that would work well. Any thoughts?
[/quote]I'm cynical about everything. I'm willing to give this a shot, and see how it works. I think the best thing to do is to start with something, and then we can adjust on the fly based on how the flow feels playing with people, how many people drop out with each map change, etc.

Posted: Fri Jan 15, 2010 2:12 pm
by MMX
[quote="Stevo";p="219894"]Good point. How's this look then?

pl_frontier
cp_corporation_b3
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
pl_stovepipe

Masa suggested moving corporation after panic, but I don't think that would work well. Any thoughts?[/quote]

looks good to me

Posted: Fri Jan 15, 2010 8:30 pm
by Boss Llama
Let's give it a shot :-)

Posted: Sat Jan 16, 2010 12:15 am
by Gizanked
i don't know if having multiple payload maps in a row is a good thing or a bad thing, as it stands now there is a string of 3 pl maps in a row during one stretch of the mpa cycle. maybe an alternating fashion might be better with the ctf smack dab in the middle

Posted: Sat Jan 16, 2010 12:21 am
by Masakari
See, this is where Stevo's rotation and my rotation differ. Stevo pretty much blocks the two gametypes (A/D % Symmetrical) together in two chunks, while I try to vary it up a fair bit. In theory, Stevo's would be better for keeping people on the server, while mine provides variety. I think the only way to see which one works better is to just see how it plays out...

Posted: Sat Jan 16, 2010 12:56 am
by Dog
TV7's rotation is deliberately set up so each map is different from the previous...

Try out both rotations this week and see what happens.

Re: Rotation Concept

Posted: Sat Jan 16, 2010 12:42 pm
by Stevo
From my observations, whenever the server got stuck in a rut of a certain game mode, it was most stable.

We had a solid start yesterday, though the rotation was missing Stovepipe (someone forgot the _b3). There was a low point around Coporation/Haarp but it recovered at the end of Haarp.

Re: Rotation Concept

Posted: Thu Jan 21, 2010 7:24 pm
by Stevo
Ok, Corporation doesn't seem to be doing well where it is, so let's try Masa's suggestion and see how it goes:

pl_frontier
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
cp_corporation_b3
pl_stovepipe_b3