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TV1 TF2 Server

Posted: Mon Sep 02, 2019 3:14 pm
by Stevo
TV1 is currently running stock maps (excluding arena and MVM) and standard settings with end of map voting. If anyone has any suggestions for changes to the server, please post in this thread.

Re: TV1 TF2 Server

Posted: Mon Sep 02, 2019 3:18 pm
by BlackHawk
Is there any kind of reliable bots that can be added so seeding is not as hard?

Re: TV1 TF2 Server

Posted: Mon Sep 02, 2019 3:21 pm
by Stevo
The server has bots to fill the server to 8 as soon as someone joins.

Re: TV1 TF2 Server

Posted: Mon Sep 02, 2019 4:35 pm
by BlackHawk
Cool, jumped on for a little bit. Will do it again after dinner

Re: TV1 TF2 Server

Posted: Tue Sep 03, 2019 5:32 pm
by Stevo
Does anyone have any suggestions for custom maps or mods we should try?

Re: TV1 TF2 Server

Posted: Thu Sep 05, 2019 5:00 pm
by Stevo
Here are the custom maps we have. Should we add any of these to the server?
  • avanti_b1
  • balloon_race_v2b
  • balloon_race_v3_t6
  • balls_volleyballv2
  • billiards
  • cp_abordight_test4
  • cp_antiquity_rc1
  • cp_avantiville_b41
  • cp_axle_rc1
  • cp_battlegrounds_b3
  • cp_beamvalley_v2
  • cp_bedrooms3
  • cp_beetle_b1
  • cp_big_ugly_b1
  • cp_blackmesa_final
  • cp_blaststone_silo_b2
  • cp_blazewalk_rc5
  • cp_blitzen_0i
  • cp_bloodstained
  • cp_boulder_v5
  • cp_broma
  • cp_busytown
  • cp_carpo_b3
  • cp_castle4
  • cp_cayenne_mountain_b0
  • cp_collis_b7a2
  • cp_complicated_a2
  • cp_corporation_b3
  • cp_cz2_beta1
  • cp_dam
  • cp_desertfortress
  • cp_desertion_rc1
  • cp_dock2_v1
  • cp_dogblu_b3
  • cp_dryer_b2
  • cp_dusk_b1b
  • cp_erosion_b7
  • cp_fallout
  • cp_figer5_b1
  • cp_floodway_b2
  • cp_floodzone2_final
  • cp_follower
  • cp_fragrun
  • cp_furnace_rc
  • cp_glacier_rc6
  • cp_grand_canyon_b4
  • cp_gydan
  • cp_harbor_v2
  • cp_horus_b3
  • cp_indulge_rc1
  • cp_industrial_b4
  • cp_ironbowl_b8
  • cp_labor
  • cp_lazytown
  • cp_lazytown_e
  • cp_lazytown_night
  • cp_lazytown_nitetime
  • cp_mainline_rc4
  • cp_matterhorn_a11
  • cp_mojave_b2
  • cp_obscure_final
  • cp_observatory4
  • cp_oilfield_v2
  • cp_overdust_b2
  • cp_overflow_b3
  • cp_pitiful_b1
  • cp_platform_1_b2
  • cp_powderhorn_final
  • cp_power_b1
  • cp_raiden
  • cp_rainier_a8
  • cp_redstone_b2
  • cp_reelfoot_rc
  • cp_roswell
  • cp_saddle_point_beta
  • cp_saints_b3
  • cp_sawblades_b4
  • cp_science2
  • cp_seth
  • cp_shock
  • cp_silvertrail_b2
  • cp_smbcastle2
  • cp_snowpath_rc1
  • cp_switchback_b5
  • cp_takeback_mountain
  • cp_temple_beta1
  • cp_toy_fort
  • cp_toy_fort_alt
  • cp_toy_fort_beta2
  • cp_toys_v2
  • cp_treehouse_b2a
  • cp_tunnel_v2
  • cp_upland_rc3
  • cp_vector_b2
  • cp_vertical
  • cp_vertigo_beta3
  • cp_warhammer_f3
  • cp_warpath
  • cp_warpath2
  • cp_warpath3_rc7a
  • cp_warpath_v3
  • cp_waste_final
  • cp_wolf2_b1
  • cp_woodstock
  • cp_zig_stage_a_16
  • cp_zinkenite_b3a
  • ctf_2fort_classic_v2
  • ctf_aerospace_b4
  • ctf_arroyo_b6
  • ctf_atrophy_b4
  • ctf_aurora_rc
  • ctf_avantiville_b33
  • ctf_badlands_classic_b3e
  • ctf_barn
  • ctf_camping_trip_b8
  • ctf_casbah3_b4
  • ctf_chaos
  • ctf_citadel_b5
  • ctf_convoy_v2
  • ctf_crossover_b3
  • ctf_crossunder
  • ctf_cruise_b1
  • ctf_deliverance_b1
  • ctf_epicenter2_b2
  • ctf_fishy_b9
  • ctf_flakey_b3
  • ctf_geothermal_b2
  • ctf_haarp_test7b
  • ctf_hallofdeath
  • ctf_hotspring_b2
  • ctf_hydro_b1
  • ctf_impact2
  • ctf_mach4
  • ctf_moonwalk_v2
  • ctf_nightmare
  • ctf_npire_v3
  • ctf_operative_b1
  • ctf_orient_b3
  • ctf_outpost
  • ctf_premuda_b1a
  • ctf_quarry_v2
  • ctf_rocketcity
  • ctf_rocknroll
  • ctf_skybase_b2a
  • ctf_slate_b1
  • ctf_snofort_final
  • ctf_snowdrift_b2
  • ctf_splat_b3
  • ctf_steamroll
  • ctf_switch
  • ctf_system_b3
  • ctf_timbertown_b2
  • ctf_trains_b2
  • ctf_vector_b3
  • ctf_vikings_final
  • ctf_well_classic_b1
  • ctf_wintervalley_a1
  • depOt_v1_beta
  • dm_biosphere_v3
  • dom_canalzone2_b4
  • falling_cp
  • inv_ruins_a4
  • inv_turbine_rc1
  • koth_arctic_b2a
  • koth_aurora_rc2
  • koth_braveheart_falkirk_b2
  • koth_braveheart_scone_b2a
  • koth_braveheart_stirling_b2
  • koth_chasm_b1
  • koth_coldfront_rc2
  • koth_flake_a10
  • koth_garbage_day
  • koth_lighthouse_rc5
  • koth_loader_v2
  • koth_lolcano_b3
  • koth_mill_rc3
  • koth_mineland_v4
  • koth_moonshine_rc
  • koth_namicott_rc1
  • koth_oilfield
  • koth_railbridge_rc
  • koth_saw_final
  • koth_sekhmet_b2
  • koth_vanguard_b5
  • koth_waste
  • koth_watermill_final
  • koth_windmilltrainsaw_b3a
  • ktf_innercity_v2
  • ktf_store_3
  • murderball_2011_rc1
  • pitfall_2b
  • pl_alpen_b2a
  • pl_borax_b2
  • pl_boundary_final1
  • pl_buzzards_canyon
  • pl_cashworks_rc2
  • pl_cave_b6
  • pl_cliffhanger_v2
  • pl_clifftop_b1
  • pl_cottage_b3
  • pl_cranetop_b8
  • pl_dbheights_b5
  • pl_deadwood
  • pl_deplane_b5
  • pl_donkeykong_final
  • pl_downhill_b1
  • pl_downpour_pass_b1
  • Pl_dynamite6
  • pl_escarpment_rc1
  • pl_gloryhole_b1
  • pl_great_heights_b3
  • pl_halfacre
  • pl_happycOw_Z4
  • pl_haste_b1
  • pl_hickory_gultch
  • pl_management
  • pl_manngrove_rc5
  • pl_mill_b5
  • pl_moonlit_b6
  • pl_outback_rc
  • pl_pharaoh_b8
  • pl_promotion_b3
  • pl_quagmire
  • pl_racer_city_a5
  • pl_rivercrossing_rc2a
  • pl_rust_b2
  • pl_stovepipe_b3
  • pl_stroika_b1
  • pl_swift_final
  • pl_vesper_b4
  • pl_volcanic_a20
  • pl_waste_v2
  • pl_wintertown_v2
  • pl_woodland_b4
  • pl_zig_z2a
  • plr_atoll_b1
  • plr_frostfell_b1b
  • plr_panic_b2
  • plr_solitude_b1
  • plr_vegas_b01
  • plr_whalerace_a4a
  • rats_tequila_b01
  • rock2_b1
  • skeet_ruins_rc1_1
  • sniper_brawl_v3
  • sniprwar2b
  • spooky_ravine_a1
  • tc_meridian_b4
  • wacky_races_v2

Re: TV1 TF2 Server

Posted: Sat Sep 07, 2019 5:51 pm
by Plinko
If you want to actually bring some randos in, probably best to put up some wacky plugin. Maybe if there's one that's good for small playercounts - like 6 or less?
I used to spend a little time playing Engineer Fortress, that was fun.

Re: TV1 TF2 Server

Posted: Sat Sep 07, 2019 7:56 pm
by BlackHawk
Make sure that any maps added support bots. We have a few that do not. Is there away to have it so that maps that do not support bots only enter the rotation if there are 4 or more people?

Re: TV1 TF2 Server

Posted: Sun Sep 08, 2019 6:52 am
by M's
Waste and garbage day

Re: TV1 TF2 Server

Posted: Sun Sep 08, 2019 1:52 pm
by Stevo
BlackHawk wrote:
Sat Sep 07, 2019 7:56 pm
Make sure that any maps added support bots. We have a few that do not. Is there away to have it so that maps that do not support bots only enter the rotation if there are 4 or more people?
I added navigation files for most of the stock maps that don't ship with bot support, so the bots should work now for the most part.

Re: TV1 TF2 Server

Posted: Sun Sep 08, 2019 1:58 pm
by Stevo
Plinko wrote:
Sat Sep 07, 2019 5:51 pm
If you want to actually bring some randos in, probably best to put up some wacky plugin. Maybe if there's one that's good for small playercounts - like 6 or less?
I used to spend a little time playing Engineer Fortress, that was fun.
What is Engineer Fortress?

Re: TV1 TF2 Server

Posted: Sun Sep 08, 2019 3:25 pm
by Plinko
It seems to be some kind of server plugin for a/d and payload maps that puts 20 engineer bots on red when there's fewer than a certain number of people in the server. So, you kind of play a reverse MVM.

I've spent a fair amount of time blowing stuff up in it before. Neemu's servers run/ran it(?), not sure if it's just theirs and they've never released it or what. I can't find much by googling.

Re: TV1 TF2 Server

Posted: Sun Sep 08, 2019 4:46 pm
by Stevo
If it's a plugin then it looks like it isn't publicly released. I wonder if it could be done with configs files only. Otherwise it might be a simple plugin to write.

Re: TV1 TF2 Server

Posted: Sun Sep 15, 2019 4:40 pm
by Stevo
I loaded Versus Saxton Hale on the server to try.

Re: TV1 TF2 Server

Posted: Sun Sep 15, 2019 6:00 pm
by M's
I'll give it a run tomorrow Stevo. Thanks for the hard work.