TV1 TF2 Server

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Stevo
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TV1 TF2 Server

Post by Stevo » Mon Sep 02, 2019 3:14 pm

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.

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Re: TV1 TF2 Server

Post by BlackHawk » Mon Sep 02, 2019 3:18 pm

Is there any kind of reliable bots that can be added so seeding is not as hard?
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Re: TV1 TF2 Server

Post by Stevo » Mon Sep 02, 2019 3:21 pm

The server has bots to fill the server to 8 as soon as someone joins.

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Re: TV1 TF2 Server

Post by BlackHawk » Mon Sep 02, 2019 4:35 pm

Cool, jumped on for a little bit. Will do it again after dinner
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Re: TV1 TF2 Server

Post by Stevo » Tue Sep 03, 2019 5:32 pm

Does anyone have any suggestions for custom maps or mods we should try?

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Re: TV1 TF2 Server

Post by Stevo » Thu Sep 05, 2019 5:00 pm

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

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Re: TV1 TF2 Server

Post by Plinko » 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.
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Re: TV1 TF2 Server

Post by BlackHawk » 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?
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Re: TV1 TF2 Server

Post by M's » Sun Sep 08, 2019 6:52 am

Waste and garbage day

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Re: TV1 TF2 Server

Post by Stevo » Sun Sep 08, 2019 1:52 pm

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.

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Re: TV1 TF2 Server

Post by Stevo » Sun Sep 08, 2019 1:58 pm

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?

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Re: TV1 TF2 Server

Post by Plinko » Sun Sep 08, 2019 3:25 pm

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.
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Re: TV1 TF2 Server

Post by Stevo » Sun Sep 08, 2019 4:46 pm

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.

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Re: TV1 TF2 Server

Post by Stevo » Sun Sep 15, 2019 4:40 pm

I loaded Versus Saxton Hale on the server to try.

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Re: TV1 TF2 Server

Post by M's » Sun Sep 15, 2019 6:00 pm

I'll give it a run tomorrow Stevo. Thanks for the hard work.

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