TV2 Custom Maps

For discussions on the organization of the custom maps server TV2

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CastleDoctrine
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Post by CastleDoctrine » Wed Jan 06, 2010 8:40 pm

[quote="Guardian";p="217756"]ZOMG stevo turned blue![/quote]

Last edited by CastleDoctrine on Sat Oct 23, 2010 4:20 pm, edited 2 times in total.

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Re: TV2 Custom Maps

Post by Stevo » Fri Jan 15, 2010 2:44 pm

The server is now running a straight mapcycle instead of voting. The reasoning is that voting tends to lead to an unstable server because people aren't really reliable for choosing maps. A mapcycle means that there will be a balanced rotation of maps that you can rely on. This also means less maps regularly available, but there are always admins available to bring up other maps if desired.

Here's the current rotation:
pl_frontier
cp_corporation_b3
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
pl_stovepipe

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Post by Guardian » Fri Jan 15, 2010 2:49 pm

No cp_observatory4 or cp_desertfortress?

Thought those were still popular?

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Re: TV2 Custom Maps

Post by Dirty Dan » Fri Jan 15, 2010 2:53 pm

[quote="Stevo";p="219912"]The server is now running a straight mapcycle instead of voting. The reasoning is that voting tends to lead to an unstable server because people aren't really reliable for choosing maps. A mapcycle means that there will be a balanced rotation of maps that you can rely on. This also means less maps regularly available, but there are always admins available to bring up other maps if desired.

Here's the current rotation:
pl_frontier
cp_corporation_b3
ctf_haarp_b2
cp_toy_fort
cp_mainline_rc2
cp_freight
plr_panic_b2
pl_stovepipe[/quote]

I support the use of rotations fully for the reason you described, this makes me happy so long as new/other stuff occasionally gets thrown into the mix, which I know it will. :)

edit: I agree about fortress and observatory though, those two are a lot of fun and pretty popular
Last edited by Dirty Dan on Fri Jan 15, 2010 2:54 pm, edited 1 time in total.
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Post by Plinko » Fri Jan 15, 2010 2:53 pm

Observatory was getting tired and no one joins when it comes up. . .
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Post by Masakari » Fri Jan 15, 2010 4:18 pm

[quote="Guardian";p="219916"]
No cp_observatory4 or cp_desertfortress?

Thought those were still popular?
[/quote]Well, we wanted a smaller rotation, so moving from twenty maps to eight means some had to be cut down. Those two specifically, it seemed like they would never bring in more than ten people. Plus, they have been around for a while, and change is always a good thing.

And remember that the rotation order/selection is subject to change too. We'll see how this works out, and if adjustments need to be made then appropriate changes will be made.
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Re: TV2 Custom Maps

Post by Stevo » Thu Jan 21, 2010 12:11 am

So, does anyone have any comments about the rotation? Should any maps be moved or replaced?

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Re: TV2 Custom Maps

Post by Flobee » Thu Jan 21, 2010 1:10 am

I was gonna say I didn't like Haarp, because I didn't, but I dunno, I'm sorta warming up to it a bit.

Yet to play a particularly good game of Mainline, however. Still waiting for the right crowd of people on the server before making final judgment.
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Post by Plinko » Thu Jan 21, 2010 8:29 am

I would have preferred desertfortress to toy fort but it's not a big deal, really. I am also not a fan of Haarp, the only a/d ctf I can stand is avantiville, so hope l3 keeps working on it.
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Post by Masakari » Thu Jan 21, 2010 10:21 am

I like HAARP because it's one of the few A/D CTF maps that you can actually successfully defend at various points. All the other ones I've played (With the exception of avantiville) end up being very unfun rolls. Avantiville does have a free pass into the rotation once Beeron gives us his new version, so we'll take a look at what map to remove at that time (Or whether we'll remove one at all).

If it makes you feel any better Plinko, I hate both toyfort and desertfortress. :P
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Post by Guardian » Thu Jan 21, 2010 10:36 am

They both have the same problem as they never end because they don't have enough travel time to the last point from the defending team's spawn.

Unlike toy_fort, desertfortress solves this by adding a 25 second defending spawn timer for the defending team and instant respawn for the attacking team.

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Post by Plinko » Thu Jan 21, 2010 10:46 am

I thought the fast spawn settings overrode the map differentials. Since TV2 went to faster spawns, I've almost never seen it end unless there's a roll - only stalemate after stalemate (same as toy fort). Heck, on the night of the unending stalemates, we played 3 stalemates in a row on toy fort, then a full 30 minute round on desertfortress to a stalemate when the map time ran out.

In the end, I prefer desertfortress because there's more than two ways to go so, at least you can pretend it's possible to make progress unlike toy_fort where both teams grind over the space between the middle and last points until time runs out.
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Post by Rits » Thu Jan 21, 2010 10:52 am

I'm liking the rotation from what I've played evenings with villuns from empty to full.

I didn't like Haarp in the beginning because I didn't get a chance to play it past stage 1. The other night we got to play a new part of the map and I thought it was lots of fun. Didn't feel like a roll for either side. Played some good games on Mainline, too. Not my favorite map, but it seems to be a good choice.

As far as toy_fort, it's a nice break in the rotation.
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Post by Guardian » Thu Jan 21, 2010 10:53 am

Hmm toy_fort I remember coordinating a fairly large group of soldiers, heavies and demos with 1 uber + 1 kritz to follow up as a medic to take the final point and STILL not being able to win because the respawning team would kill us.

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Post by Masakari » Thu Jan 21, 2010 11:25 am

[quote="Plinko";p="220985"]
I thought the fast spawn settings overrode the map differentials.[/quote]Correct. The new plugin adds waves instead of the usual spawn exactly x amount of time after you die, but it doesn't take into account changes in spawn times via map entities (AKA changes to spawn times depending on who owns a cap point.)
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