TV2 Custom Maps
Moderator: Server Ops
- Jesus_Faction
- Villun
- Posts: 1525
- Joined: Sun Feb 08, 2009 11:02 am
-
Games Played
Ville Awards
- Stevo
- Everlasting Villun
- Posts: 8753
- Joined: Sun Oct 22, 2006 10:01 pm
- Location: Orange County, CA
- Minecraft name: StevoTVR
- Uplay name: StevoTVR
- Contact:
-
Games Played
Ville Awards
Re: TV2 Custom Maps
What about 2 rounds of A/D and 4 rounds for all others (maybe 3 for CTF)?
- MMX
- Retired Admin
- Posts: 1109
- Joined: Sat May 10, 2008 5:34 pm
- Location: Frankfurt am Main
-
Games Played
Ville Awards
Re: TV2 Custom Maps
yeah that sounds better Stevo
Uhm I am not quite sure how that is with Payload maps.
I would also go there with one forth and back round. So I guess it would be 2 rounds for PL maps too.
Uhm I am not quite sure how that is with Payload maps.
I would also go there with one forth and back round. So I guess it would be 2 rounds for PL maps too.
Last edited by MMX on Fri Aug 28, 2009 5:18 am, edited 1 time in total.
[img]http://i282.photobucket.com/albums/kk247/StevoTVR/monorail_sig.jpg[/img]
- [url=http://tinyurl.com/ykkat36]Mechanical Mathematics Xenomorph[/url]
- local time zone: [url=http://en.wikipedia.org/wiki/Central_European_Time]CET[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+1), [url=http://en.wikipedia.org/wiki/Daylight_saving_time]DST[/url]: [url=http://en.wikipedia.org/wiki/CEST]CEST[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+2)
- Signatures: [url=http://i282.photobucket.com/albums/kk247/StevoTVR/dodcup08/vov_sig_mmx.png]TheVille DoD Cup '08[/url]
- [url=http://tinyurl.com/ykkat36]Mechanical Mathematics Xenomorph[/url]
- local time zone: [url=http://en.wikipedia.org/wiki/Central_European_Time]CET[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+1), [url=http://en.wikipedia.org/wiki/Daylight_saving_time]DST[/url]: [url=http://en.wikipedia.org/wiki/CEST]CEST[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+2)
- Signatures: [url=http://i282.photobucket.com/albums/kk247/StevoTVR/dodcup08/vov_sig_mmx.png]TheVille DoD Cup '08[/url]
- MMX
- Retired Admin
- Posts: 1109
- Joined: Sat May 10, 2008 5:34 pm
- Location: Frankfurt am Main
-
Games Played
Ville Awards
[quote="Dirty Dan";p="191383"][quote="Plinko";p="191318"]I understand your point, MMX, but there is another consideration that custom maps take 5+ minutes to download, so people will have a very short window to try them, short cycles have a negative impact on player experience if people are always downloading maps, on top of the issue of people whose PCs take a while to load a map. By the time the map runs, you've only begun to get a feel for it and then you're in the cycle again.
We should be (and are as far as I can tell!) working to eliminate bad maps as quickly as possible and run only maps that are generally fairly enjoyable to the majority of those who join.[/quote]
Agree with this. When it's too short you cant really get in a groove and fix what went wrong on the last offense/defense, fix stacked teams, ect. If one team just rolls the other, it's not fun to change maps after 5-10 mins. I dont think it should be eternal, either, but it should be more than once each on offense and defense I think. I think the best solution is having a core of popular maps with a couple unfamiliar maps as a trial.[/quote]
Stacked teams would not be such a big issue then because with the next map you will get new teams. If you have team stacker that do it on purpose you should call an admin. But stacks that happen out of random will be solves quite soon with the next map. As sooner a map change happens as sooner new teams will be created.
Though i must admit i see plinko's and your point that downloading the maps could be an issue. But I think that it wouldn't be an issue in long therm as we don't change the maps and the rotation on a day by day basis.
We should be (and are as far as I can tell!) working to eliminate bad maps as quickly as possible and run only maps that are generally fairly enjoyable to the majority of those who join.[/quote]
Agree with this. When it's too short you cant really get in a groove and fix what went wrong on the last offense/defense, fix stacked teams, ect. If one team just rolls the other, it's not fun to change maps after 5-10 mins. I dont think it should be eternal, either, but it should be more than once each on offense and defense I think. I think the best solution is having a core of popular maps with a couple unfamiliar maps as a trial.[/quote]
Stacked teams would not be such a big issue then because with the next map you will get new teams. If you have team stacker that do it on purpose you should call an admin. But stacks that happen out of random will be solves quite soon with the next map. As sooner a map change happens as sooner new teams will be created.
Though i must admit i see plinko's and your point that downloading the maps could be an issue. But I think that it wouldn't be an issue in long therm as we don't change the maps and the rotation on a day by day basis.
[img]http://i282.photobucket.com/albums/kk247/StevoTVR/monorail_sig.jpg[/img]
- [url=http://tinyurl.com/ykkat36]Mechanical Mathematics Xenomorph[/url]
- local time zone: [url=http://en.wikipedia.org/wiki/Central_European_Time]CET[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+1), [url=http://en.wikipedia.org/wiki/Daylight_saving_time]DST[/url]: [url=http://en.wikipedia.org/wiki/CEST]CEST[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+2)
- Signatures: [url=http://i282.photobucket.com/albums/kk247/StevoTVR/dodcup08/vov_sig_mmx.png]TheVille DoD Cup '08[/url]
- [url=http://tinyurl.com/ykkat36]Mechanical Mathematics Xenomorph[/url]
- local time zone: [url=http://en.wikipedia.org/wiki/Central_European_Time]CET[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+1), [url=http://en.wikipedia.org/wiki/Daylight_saving_time]DST[/url]: [url=http://en.wikipedia.org/wiki/CEST]CEST[/url] ([url=http://en.wikipedia.org/wiki/Coordinated_Universal_Time]UTC[/url]+2)
- Signatures: [url=http://i282.photobucket.com/albums/kk247/StevoTVR/dodcup08/vov_sig_mmx.png]TheVille DoD Cup '08[/url]
- Stevo
- Everlasting Villun
- Posts: 8753
- Joined: Sun Oct 22, 2006 10:01 pm
- Location: Orange County, CA
- Minecraft name: StevoTVR
- Uplay name: StevoTVR
- Contact:
-
Games Played
Ville Awards
Re: TV2 Custom Maps
Updating:
pl_waste
pl_waste
- black_and_blue
- Server Admin
- Posts: 2619
- Joined: Sun Apr 20, 2008 5:28 pm
-
Games Played
Ville Awards
Re: TV2 Custom Maps
I would actually say that 3 captures by the same team, not rounds, is enough to warrent a map change on a CTF map. In a very one-sided, not fun CTF game, it can still easily take 10 minutes for one team to capture the intel 3 times. In a "Playing to 3" game, by waiting for 3 rounds, we require 9 captures by the same team to actually end the map - this almost defeat the purpose of having the maximum rounds setting.
I really do have to wonder why valve bothered to put the "playing to" limit since all it does when someone reaches the cap limit is return everyone to the spawn then continue the map. If they don't end the map when someone reaches the limit, and they don't do something like scramble the teams at that point, they might as well just have an unlimited value.
I really do have to wonder why valve bothered to put the "playing to" limit since all it does when someone reaches the cap limit is return everyone to the spawn then continue the map. If they don't end the map when someone reaches the limit, and they don't do something like scramble the teams at that point, they might as well just have an unlimited value.
- Plinko
- Server Admin
- Posts: 8568
- Joined: Fri May 23, 2008 11:23 am
- Location: Georgia, USA
-
Games Played
Ville Awards
Well, B&B, one thing it does is erase what everyone's built and make them all start again. Oftentimes a CTF game goes like this: 1-3 caps happen early before anyone gets set up or into the flow of the game. Then the turtling starts and caps become considerably more difficult. People swap classes and build ubers to push the INT. Starting a new round lets people play the first part again and gives them a chance to alter the strategy for the early part. Plus, half the time the first round is played with only 6-10 players while people are still joining and choosing teams, the second round ought to be completely different than the first round.
A CTF map is no different than a 5 CP map, one team wins and you're starting exactly all over again, just re-setting points. Setting round limits just sets a ceiling on the number of times you'll play that same game with more or less the same teams. Having 3 caps/3 rounds is exactly like setting a 9 cap limit - but with 2 full refreshes of the map in between. I don't think one should base their map setting preferences on the assumption every game will be a steamroll. One should base it on the assumption games will be closely contested.
If I'm not mistaken we can also set an upper time limit, correct? I seriously think we ought to have both. The reason I favor a high round limit is under the assumption we have an upper time limit of 30 minutes or so - that way if an early round or two goes by very quickly when fewer people have joined, you can keep playing. But if a round or two drags very long, the map time limit will kick in and change maps.
A CTF map is no different than a 5 CP map, one team wins and you're starting exactly all over again, just re-setting points. Setting round limits just sets a ceiling on the number of times you'll play that same game with more or less the same teams. Having 3 caps/3 rounds is exactly like setting a 9 cap limit - but with 2 full refreshes of the map in between. I don't think one should base their map setting preferences on the assumption every game will be a steamroll. One should base it on the assumption games will be closely contested.
If I'm not mistaken we can also set an upper time limit, correct? I seriously think we ought to have both. The reason I favor a high round limit is under the assumption we have an upper time limit of 30 minutes or so - that way if an early round or two goes by very quickly when fewer people have joined, you can keep playing. But if a round or two drags very long, the map time limit will kick in and change maps.
"I made all my gold into pants" - Ignatius

- Supreveio
- Retired Admin
- Posts: 1506
- Joined: Wed Jun 18, 2008 12:36 pm
- Location: Michigan
- Minecraft name: Supreveio
- Blizzard tag: Supreveio#1728
-
Games Played
Ville Awards
Re: TV2 Custom Maps
I know everybody hates PL_Outback, but it recently updated to version RC1 and fixed a bunch of stuff (including the last point)
http://forums.tf2maps.net/showthread.php?t=7715
b9 to RC changes:
-Fixed a problem with the 2nd red spawn with players camping the spawn
-Made a second spawn for the red team at the last point.
-Moved the last point closer to the sniper road therefor fixing the long distance between the 3rd point to the last.
-Completely redesigned the last part of the map.
-Fixed some problems with the shadows in the spawnrooms.
-Fixed the sniper road after the 2nd point floating in the air.
-Fixed a bunch of clipping issues.
-Fixed some displacement problems around the map.
-Added collision to some props.
-Added detail around the map.
-Improved Blue's first spawnroom.
-Fixed some fading problems with the props around the map.
-Improved alignement on some textures.
-Fixed some visible no draw brushes.
-Removed dust motes.
-Removed a few stairs at the 2nd point.
-Improved a bit fps around the 1st and 2nd part of the map.
-Clossed off some paths around the last part of the map.
-Reduced the filesize by 5MB.
http://forums.tf2maps.net/showthread.php?t=7715
b9 to RC changes:
-Fixed a problem with the 2nd red spawn with players camping the spawn
-Made a second spawn for the red team at the last point.
-Moved the last point closer to the sniper road therefor fixing the long distance between the 3rd point to the last.
-Completely redesigned the last part of the map.
-Fixed some problems with the shadows in the spawnrooms.
-Fixed the sniper road after the 2nd point floating in the air.
-Fixed a bunch of clipping issues.
-Fixed some displacement problems around the map.
-Added collision to some props.
-Added detail around the map.
-Improved Blue's first spawnroom.
-Fixed some fading problems with the props around the map.
-Improved alignement on some textures.
-Fixed some visible no draw brushes.
-Removed dust motes.
-Removed a few stairs at the 2nd point.
-Improved a bit fps around the 1st and 2nd part of the map.
-Clossed off some paths around the last part of the map.
-Reduced the filesize by 5MB.
"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?"
"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?"
- Supreveio
- Retired Admin
- Posts: 1506
- Joined: Wed Jun 18, 2008 12:36 pm
- Location: Michigan
- Minecraft name: Supreveio
- Blizzard tag: Supreveio#1728
-
Games Played
Ville Awards
Re: TV2 Custom Maps
CP_Indulge has been updated to version B4.
http://forums.tf2maps.net/showthread.php?t=8471
BETA 4 CHANGES/FIXES:
-More detail added throughout
-CP3 glass above is more developed
-Cover added to CP1 main doorway to give a better choice for CP1 attackers on what way they want to approach without being picked off (sort of serves as 2.5 entrances but not quite)
-Archway on 2-3 connector developed and is now more realistic
-Cp1 cap time back down to default 2 seconds (from 3)
-CP1 has an additional exit stairwell from the lower level, mostly for those who get lost coming out of the spawn
-Directional signs worked on
-Removed the close resupply cabinet in Cp1 spawn to prevent easy point spam
http://forums.tf2maps.net/showthread.php?t=8471
BETA 4 CHANGES/FIXES:
-More detail added throughout
-CP3 glass above is more developed
-Cover added to CP1 main doorway to give a better choice for CP1 attackers on what way they want to approach without being picked off (sort of serves as 2.5 entrances but not quite)
-Archway on 2-3 connector developed and is now more realistic
-Cp1 cap time back down to default 2 seconds (from 3)
-CP1 has an additional exit stairwell from the lower level, mostly for those who get lost coming out of the spawn
-Directional signs worked on
-Removed the close resupply cabinet in Cp1 spawn to prevent easy point spam
"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?"
"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?"
Who is online
Users browsing this forum: No registered users and 5 guests