Mapcycle

For discussions on the organization of the custom maps server TV2

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Masakari
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Post by Masakari » Sat Sep 26, 2009 1:09 pm

I am the 1%!

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Post by Masakari » Wed Oct 07, 2009 8:07 am

I am the 1%!

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Post by Masakari » Wed Oct 07, 2009 3:47 pm

Is it just me, or does it seem like the only maps getting played recently are avanti, desertfortress, corporation, dbheights, system, and zig?

I think it'd be nice to try and add some stuff and trim some of the fat that seems to just be hanging around. Cashworks I haven't seen voted for in a long time, and people are seeming to have negative thoughts on gydan. Halfacre I could do without, but that's just my opinion.

There were a few A/D CTF maps in beta I posted a while back here - we should add some of those in their own catagory in the vote system possibly?

Side note - balloon_race was updated a while back. Saw through the ratings some people have been playing it - might either want to remove it or update on
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Re: Map List

Post by Stevo » Sun Oct 18, 2009 3:50 pm


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Post by Masakari » Mon Nov 02, 2009 9:25 am

Maps to add (From the TF2maps.net contest)

plr_solitude_b1
plr_panic_b1

CTF maps:

ctf_premuda_b1a
ctf_slate_b1

Maps to remove?

ctf_system - Since people have played it a lot in the past bit (And it's a lower-ranked map)
pl_cashworks -Map rarely gets played, and ratings are fairly low.

Suggested new vote config (Note - I think plr maps should, for the time being, go into symmetrical maps. If more come in, then maybe give them their own category):

Code: Select all

"PL Maps"
{
   "slots"   "1"

   "pl_dbheights_b5"   {}
   "pl_frontier"      {}
   "pl_halfacre"
   {
      "min"   "12"
   }
   "pl_rivercrossing_rc2a"
   {
      "min"   "12"
   }
   "pl_stovepipe_b3"   {}
   "pl_zig_z2a"      {}
}
"Symmetrical Maps"
{
   "slots"   "1"

   "cp_desertfortress"   {}
   "cp_freight_final"   {}
   "cp_toy_fort"      {}
   "plr_panic_b1"
   {
      "min"   "12"
   }
   "plr_solitude"
   {
      "min"   "12"
   }
}
"AD Maps"
{
   "slots"   "1"

   "avanti_b1"      {}
   "cp_corporation_b3"   {}
   "cp_gydan"      {}
   "cp_observatory4"   {}
   "cp_vector_b1"      {}
   "ctf_haarp_b2"      {}
   "ctf_snowdrift_b2"   {}
   "ctf_premuda_1a"    {}
   "ctf_slate_b1"      {}
}
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Post by Masakari » Mon Nov 02, 2009 11:37 am

Other map I just noticed (As I continue to browse TF2maps.net for non-contest maps)

cp_reelfoot_b3
cp_woodstock

Those two give us a few more 5CP maps for selection.
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Post by Masakari » Tue Nov 17, 2009 10:58 am

Beta 4 of Reelfoot is out. Adds more signs, changes the second spawn room position, fixes the stairs, adds a route, etc. All in all, very good changes :)

http://forums.tf2maps.net/showthread.php?t=9967
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Post by Masakari » Sun Dec 27, 2009 10:21 am

New version of ctf_flakey:
B3 Changelog:

Top Floor, both sides (obviously) :
- Restricted access to spiral staircase to spawning team only.
- Made all doors to spiral staircase Exit only - so only the team whose side it is on can use it.
- Removed 2 walls to open up play and inserted Railings, pipework, other detail.
- Improved Signage,
- Removed walkway between 2 bases - only scout, demo and soli access now.

1st Floor
- Removed section of wall and widenned openning through to rear of building
- added handrails
- added other detail
- simplified layout

Intel Mezzanine
- Changed access from top floor - now enter via car lift.
- improved engi postitions
- detailing

Ground Floor
- Improved Signage and lighting
- Complete redesign of layout. Restricted access to half of floor - openned rest up, so intel is now reachable by staircase to either side of the intel room.
- improved engi positions
- fixed engi exploit

Outside
- Created cover for gameplay - to break line of sight of snipers, using trees.
- improved signage
- detailing
http://forums.tf2maps.net/showthread.php?t=10886
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Post by Masakari » Mon Jan 04, 2010 1:10 pm

Possible update?

Remove:
cp_power

Add
ctf_avantiville (http://www.stevotvr.com/~web3_beeron/ma ... 30.bsp.bz2)
ctf_atrophy (http://forums.tf2maps.net/showthread.php?t=11223)

Atrophy is a map that's built to prevent CTF turtling. The intelligence is on a cart, but unlike system the cart slowly moves towards the middle until people pick the intel up. Honestly, it's worth a shot. Every CTF map we've tried so far hasn't lasted very long. :P
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Post by John Doe » Tue Jan 05, 2010 1:40 pm

Played Atrophy last night, most were very confused about how to cap the intel.

It ended up being a game of each team had the intel ad the door waiting to cap, lots running around confused, and a few trying to get to the person holding your intel to kill them so it would drop/return so your team could cap....

It wasnt very fun but if people knew the map and understood it I think it could be fun, but more than likely people will sit and complain and leave instead of trying to learn a new method of game play?

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Post by gator » Tue Jan 05, 2010 1:44 pm

It still ends up with turtling - the only difference is that instead of everyone protecting the intel that's in a fixed location, everyone defends a person holding the intel who's presumably in a small radius due to engies building sentries around them.

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Post by l3eeron » Tue Jan 05, 2010 2:18 pm

Unfortunately that is the major pitfall of introducing an "unofficial" game mode. Avantiville was met with the same disdain. The attack/defend ctf maps are finally getting some recognition thanks to Valve and tf2maps.net really having to aggressively, almost force people to try it! :lol:


Speaking of avantiville, b30 did not crash the server last night, and no bugs reported. So I will be adding still more detail, HDR, and some other game play ideas I hatched.


Also am looking into the new hybrid HUD display.

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Post by Clay Pigeon » Tue Jan 05, 2010 5:33 pm

[quote="Masakari";p="206653"]Other map I just noticed (As I continue to browse TF2maps.net for non-contest maps)

cp_reelfoot_b3
cp_woodstock

Those two give us a few more 5CP maps for selection.[/quote]

Forgive my ignorance, but what is a contest map?
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Post by Masakari » Tue Jan 05, 2010 5:45 pm

[quote="Clay Pigeon";p="217922"]
[quote="Masakari";p="206653"]Other map I just noticed (As I continue to browse TF2maps.net for non-contest maps)

cp_reelfoot_b3
cp_woodstock

Those two give us a few more 5CP maps for selection.[/quote]

Forgive my ignorance, but what is a contest map?
[/quote]A bit of a necrobump, but at that time TF2maps.net was holding a PLR and A/D CTF map contest. Thus, about 90% of the maps you saw were for that contest.
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Re: Mapcycle

Post by Stevo » Fri Jan 29, 2010 10:55 pm

Added ctf_avantiville_b32

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