TV2 Revival/Discussion Thread 2.0: The Re-revivaling

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Dirty Dan
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Post by Dirty Dan » Mon Aug 17, 2009 11:27 am

[quote="Masakari";p="189001"]I really want you to reconsider keeping cp_yukon even temporarily. The problem we had with turbine was that because it was an official custom, it would attract the wrong crowd and seeding with that map would just result in failure when the map changed. The whole point of the custom server is to get up to date *new* customs and to be an escape from the current set of stock maps.[/quote]

Seconded.
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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Supreveio » Thu Aug 20, 2009 12:36 pm

Here's a pack of 5 KOTH maps we could potentially use:

http://king.whatisschwa.com/index.html


- KOTH_Garbage_Day
- KOTH_Waste
- KOTH_Harvest
- KOTH_Oilfield
- KOTH_Lighthouse
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Post by Zwiffle » Thu Aug 20, 2009 4:08 pm

Has anyone mentioned pl_Outback, previously pl_Winnebago, previously pl_railroad?
http://forums.tf2maps.net/showthread.php?t=7715

Looks pretty well detailed, if not a tad too big.

Also, this map cp_overdust seems well constructed based off screenshots.
http://forums.tf2maps.net/showthread.php?t=8959

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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Supreveio » Fri Aug 21, 2009 8:15 am

In other news, Furnace Creek recently updated to B4.

http://forums.tf2maps.net/showthread.php?t=5889


Beta 4 released 21/08/09:-
* Increased overall spawn times.
* Reworked tunnel from C to A to open closer to the capture building.
* Added an extension in a tunnel from C to B to facilitate a forward base from blu.
* Added an extra set of stairs up to the point at A.
* Added oil drums for cover on B.
* Increased length of RED's spawn exits and changed glass to wood.
* Increased number of signs.
* Fixed minor playerclipping issues.
* Player ragdolls now ignite upon death by solar-array-energy-beam
* Added 5 hidden rubber duckies.
"So what have you been up to, man? Haven't seen you in so long!"
"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"

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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Bronze Fox » Fri Aug 21, 2009 9:35 am

[quote="Super Steveio";p="190264"]
* Added 5 hidden rubber duckies.[/quote]

Gotta find'em all!
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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Mad-Hammer » Fri Aug 21, 2009 10:04 am

Just an FYI:

Several of the admins have now taken an interest in developing more traffic on the Customs Server. Hopefully, in the next few weeks, you will see some minor tweaking in an effort to attract more people to the server.

Some of the ideas that have been suggested are;
A. Faster Spawn Times
B. Consistent Rotation Utilizing High Quality Custom Maps

We really appreciate you folks taking the time to research and scout out new maps. I downloaded a few of those recently suggested. Unfortunately, I haven't had time to give a good look yet.

On another note, if you have ideas for what maps would be good for a 5 to 8 map rotation, please use this forum as a sounding board. A map rotation utilizing all of the different play modes would be nice.
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Post by Plinko » Fri Aug 21, 2009 11:18 am

Thanks for letting us know, Hammer! If I had to guess, TV2 has been dead lately because the core seeding crew has found other things to do and many of the regular seeding krew avoid it.

I'd like a rotation, I strongly dislike fast respawn and I don't think that's driving the traffic to TV2 down in my view - people aren't joining since there is no seeding going on.

If we go to rotation would it be possible for us to schedule regular test night to try new maps?

My rotation suggestions would be (not for order) of good maps that are playable at 24 people:
PL: Stovepipe, Halfacre
5CP: Freight, Waste
CTF: Avantiville (once |3 can fix the spawning after 1st cap), Mach4 (I still think its too small for 24 people especially if respawns are fast but it's popular with many villuns who otherwise avoid TV2)
3CP: Desertfortress, Furnace (or Observatory)
TC: None - still havent even seen a TC custom yet.
Arena: Harvest (if we need an arena)
I havent tried any custom KoTH yet but with a 24/7 KoTH server not sure we need that particular gametype, either.
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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Supreveio » Fri Aug 21, 2009 11:38 am

PL: Halfacre, Frontier
Push CP: Freight, Indulge
A/D CP: Furnace Creek
CTF: Aurora
KOTH: Harvest, Lighthouse
TC: Meridian

I also propose we use the winners of TF2maps.net's PLR vs. CTF contest as the PLR and A/D CTF maps. For A/D CTF, I'm mainly looking at Vector and Premuda. The PLR maps still have a bit of a way to go still.

As for Arena... I rather dislike Arena Mode. No opinion on any map.
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"Ah, you know how it is. Doin' a lot of side projects, some consulting, maybe a little freelance... Those are words that people say when they haven't actually been doing anything, right?"

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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Blooper4912 » Fri Aug 21, 2009 6:22 pm

[quote="Mad-Hammer";p="190275"]A. Faster Spawn Times[/quote]
Noooooooo. Bad idea. But I like the idea of a rotation.

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Post by Jesus_Faction » Fri Aug 21, 2009 6:29 pm

map default spawn times are best

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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by eraD » Fri Aug 21, 2009 6:30 pm

I like default respawn time.

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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by black_and_blue » Fri Aug 21, 2009 7:02 pm

[quote="eraD";p="190355"]I like default respawn time.[/quote]

Understood that there are people who like default spawn times, and this is the only server that has them. Therefore, I understand completely if they stay.

That said, 15 seconds really does seem to be the point at which I start wondering "Am I ever going to respawn?!". I hate spawn times of more than 15 seconds (including the snapshot of the person who killed me) - that's precisely the biggest reason that I so rarely play on TV2 any more.

Also, since TVX doesn't run customs any more, I wouldn't mind seeing Wacky Races and Balloon Race added to TV2. Also, I sure liked PL_waste, which, as far as I know, had good support when it was on TV2 but was replaced by the CP version of it anyway.

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Re: TV2 Revival/Discussion Thread 2.0: The Re-revivaling

Post by Blooper4912 » Fri Aug 21, 2009 8:29 pm

[quote="black_and_blue";p="190369"]Also, since TVX doesn't run customs any more, I wouldn't mind seeing Wacky Races and Balloon Race added to TV2.[/quote]
GOD NO. Those maps do not belong on anything other than a fun server.

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Post by jim beam » Fri Aug 21, 2009 9:57 pm

We do not have a fun server we have an events server. I dont see the problem with them. If it gets people on the server I dont see an issue
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Post by Ironwolf » Sat Aug 22, 2009 3:21 pm

If wacky races and Ballon race go into tv2 and actualy create a seed effect, I believe that as soon as those maps switch we would lose those players instantly, or most of them anyway. I strongly oppose those maps being implemented into tv2.

I would also like to oppose switching to fast respawn, this is our only server with normal spawn time, every other server is running on a faster setting, those who dont like to wait have like 8 servers to go to, we have 1, just 1. Please dont kill our last bastion of normal gameplay (even though calling a custom server normal is kinda ironic).

TV2 always had a smaller core of seeders and since the summer is here, we lost many of those. the server will populate once school and college starts again.

Please ho please dont change anything aside from the map rotation.

Or in another setting, you could make TV10 on normal spawn time and transform TV2 as the event channel / custom server. I tried seeding TV10 prior to my vacation, but the constant events made it impossible to maintain a consistent crew there.
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