It is currently Thu Sep 09, 2010 3:07 am




Post new topic Reply to topic  [ 44 posts ]  Go to page 1, 2, 3  Next
 Mapcycle and Mapvotes 
Author Message
Site Admin

Joined: Tue Mar 06, 2007 3:25 pm
Posts: 751
Location: Madison, WI
Post Mapcycle and Mapvotes
Current mapcycle (maps_cycle.ini):
Code:
cp_aqua
cp_castle4
cp_coldfront
cp_redfort_b3
cp_roswell
cp_smbcastle2
cp_takeback_mountain
cp_underhanded_b3
cp_vertigo_beta3
ctf_aerospace_b4
ctf_biomass_rc1
ctf_bomb_factory_a5
ctf_convoy_v2
ctf_deceit_b5
ctf_haarp_b1
ctf_mach4
ctf_sawmill
ctf_turbine
ctf_vector_v1
koth_basalt_rc2
koth_nucleus
koth_sawmill
koth_viaduct
pl_badwater
pl_beerbowl_b4
pl_cashworks_rc2
pl_dustbowl_b4
pl_frontier
pl_great_heights_b3
pl_halfacre
pl_rivercrossing_rc2a
pl_swiftwater
pl_thundermountain
pl_upward
pl_waste_v2
plr_hightower
plr_panic_b2
plr_pipeline

Current mapvotes (maps_vote.ini):
Code:
arena_badlands
arena_furnace_a2
arena_granary
arena_lumberyard
arena_mach2
arena_nucleus
arena_offblast_final
arena_ravine
arena_refinery_b2
arena_sawmill
arena_watchtower
arena_well
balloon_race_v2b
cp_aqua
cp_badlands
cp_blackmesa
cp_castle4
cp_centerpoint_b2
cp_cliffside_a1
cp_coldfront
cp_corporation_b3
cp_cyberpunk
cp_daylight
cp_devilsbrew2_rc1
cp_dustbowl
cp_fastlane
cp_floodzone_him_a3
cp_follower
cp_freight_final1
cp_furnace_b4
cp_gauntlet_b5
cp_glacier_rc6
cp_gorge
cp_granary
cp_gravelpit
cp_gydan
cp_indulge
cp_industrial_b7
cp_junction_final
cp_labor
cp_mainline_rc6
cp_overflow_b4
cp_pacman_wtf
cp_redfort_b3
cp_roswell
cp_s2a_shipment
cp_silvertrail_b3
cp_smbcastle2
cp_steel
cp_studio_rc4
cp_subway_final
cp_takeback_mountain
cp_transit_b5
cp_underhanded_b3
cp_vertigo_beta3
cp_well
cp_wolf2_b1
cp_yukon_final
ctf_aerospace_b4
ctf_aurora_rc
ctf_biomass_rc1
ctf_bomb_factory_a5
ctf_chaos
ctf_convoy_v2
ctf_danger_b1
ctf_deceit_b5
ctf_decker_b14
ctf_deliverance_b3
ctf_doublecross
ctf_farmlands_b1
ctf_fusion_b2
ctf_geothermal_b2
ctf_haarp_b1
ctf_mach4
ctf_mercy_b6
ctf_moonwalk_v2
ctf_nordhaven_special_b3
ctf_outrigger_a1
ctf_powerhouse_jr_b7
ctf_premuda_b1b
ctf_revolution
ctf_royal_b3
ctf_sawmill
ctf_shooting_gallery_b3
ctf_snofort_final
ctf_staging_b5
ctf_turbine
ctf_underhanded_rc2a
ctf_underside_1_1
ctf_vector_v1
ctf_well
ctf_wildfire_rc
ctf_wildwood_b3
koth_autumn_twilight_rc1
koth_basalt_rc2
koth_disneyworld_b1
koth_garbage_day
koth_harvest_final
koth_lighthouse_rc5
koth_lolcano_b2
koth_moonshine_v2
koth_nucleus
koth_oilfield
koth_persia_b4
koth_qonk_a10
koth_sawmill
koth_staging_b6
koth_tomb_b3
koth_viaduct
koth_waste
odd_mainframe_a3
pl_badwater
pl_beerbowl_b4
pl_borax_rc2
pl_cashworks_rc2
pl_cliffsedge_a13
pl_cottage_b3
pl_cranetop_b8
pl_deadend_b1
pl_deadwood
pl_donkeykong_final
pl_dustbowl_b4
pl_everest_v3_b4
pl_floodgates_b7
pl_frontier
pl_goldrush
pl_great_heights_b3
pl_halfacre
pl_hoodoo_final
pl_nuclear_a14
pl_outback_rc4
pl_rivercrossing_rc2a
pl_silo_plant_no6_b2
pl_summit_b2_1
pl_swiftwater
pl_thundermountain
pl_upward
pl_waste_v2
pl_zig_z2a
plr_animus_a8
plr_hightower
plr_nightfall_c
plr_panic_b2
plr_pipeline
plr_vegas_b01
tc_hydro
wacky_races_v2

All maps (maps_all.ini):
Code:
arena_badlands
arena_furnace_a2
arena_granary
arena_lumberyard
arena_mach2
arena_nucleus
arena_offblast_final
arena_ravine
arena_refinery_b2
arena_sawmill
arena_watchtower
arena_well
balloon_race_v2b
cp_aqua
cp_arches_j2
cp_badlands
cp_bedrooms3
cp_blackmesa
cp_castle4
cp_centerpoint_b2
cp_cliffside_a1
cp_coldfront
cp_corporation_b3
cp_cowpath_b3
cp_cyberpunk
cp_dam
cp_daylight
cp_devilsbrew2_rc1
cp_dustbowl
cp_egypt_final
cp_fastlane
cp_floodzone2_final
cp_floodzone_him_a3
cp_follower
cp_freight_final1
cp_furnace_b4
cp_gauntlet_b5
cp_glacier_rc6
cp_gorge
cp_granary
cp_gravelpit
cp_gydan
cp_hotrod_b3
cp_indulge
cp_industrial_b7
cp_junction_final
cp_labor
cp_mainline_rc6
cp_overflow_b4
cp_pacman_wtf
cp_pad_rc1
cp_piratelife_b6
cp_redfort_b3
cp_roswell
cp_roundhouse_1_2d
cp_s2a_shipment
cp_silvertrail_b3
cp_smbcastle2
cp_steel
cp_studio_rc4
cp_subway_final
cp_takeback_mountain
cp_towerbridge_v3
cp_transit_b5
cp_treehouse_b3
cp_underhanded_b3
cp_vertigo_beta3
cp_well
cp_wolf2_b1
cp_yukon_final
crossfire_b3
ctf_2fort
ctf_aerospace_b4
ctf_aurora_rc
ctf_biomass_rc1
ctf_bomb_factory_a5
ctf_chaos
ctf_convoy_v2
ctf_danger_b1
ctf_deceit_b5
ctf_decker_b14
ctf_deliverance_b3
ctf_doublecross
ctf_farmlands_b1
ctf_fusion_b2
ctf_geothermal_b2
ctf_haarp_b1
ctf_mach4
ctf_mercy_b6
ctf_moonwalk_v2
ctf_morphology_0_5
ctf_nordhaven_special_b3
ctf_outrigger_a1
ctf_powerhouse_jr_b7
ctf_premuda_b1b
ctf_revolution
ctf_royal_b3
ctf_s2a_compound_beta
ctf_sawmill
ctf_shooting_gallery_b3
ctf_snofort_final
ctf_staging_b5
ctf_turbine
ctf_underhanded_rc2a
ctf_underside_1_1
ctf_vector_v1
ctf_well
ctf_wildfire_rc
ctf_wildwood_b3
dm_mariokart2_b2v2
dom_gripped_a2
jump_adventure
jump_dystopia_b1
koth_autumn_twilight_rc1
koth_basalt_rc2
koth_disneyworld_b1
koth_garbage_day
koth_harvest_event
koth_harvest_final
koth_lighthouse_rc5
koth_lolcano_b2
koth_moonshine_v2
koth_nucleus
koth_oilfield
koth_persia_b4
koth_qonk_a10
koth_sawmill
koth_staging_b6
koth_tomb_b3
koth_viaduct
koth_waste
odd_mainframe_a3
pl_badwater
pl_beerbowl_b4
pl_borax_rc2
pl_bounce_beta_9
pl_cashworks_rc2
pl_cliffsedge_a13
pl_cottage_b3
pl_cranetop_b8
pl_crazy_petes_bog
pl_deadend_b1
pl_deadwood
pl_donkeykong_final
pl_dustbowl_b4
pl_everest_v3_b4
pl_factory_b2
pl_floodgates_b7
pl_frontier
pl_goldrush
pl_great_heights_b3
pl_halfacre
pl_hoodoo_final
pl_jungle_a1c
pl_malaria_b3
pl_nuclear_a14
pl_outback_rc4
pl_rivercrossing_rc2a
pl_silo_plant_no6_b2
pl_summit_b2_1
pl_swiftwater
pl_thundermountain
pl_upward
pl_waste_v2
pl_zig_z2a
plr_animus_a8
plr_hightower
plr_nightfall_c
plr_panic_b2
plr_pipeline
plr_rollout_a3
plr_vegas_b01
rats_tequila_b01
tc_hydro
wacky_races_v2

Prophunt maps (ph_mapcycle.txt):
Code:
arena_brawl_b1
arena_concord_b3
arena_desolation_pb1
arena_devils_canyon
arena_farm_feud_b1
arena_goldtooth
arena_harvest_v2
arena_ravage_b1
arena_storm_b1c
ph_basalt_a2
ph_canyon_a1
ph_cliffface_b1
ph_cyberpunk_a3
ph_farm_a2
ph_grassland_a1
ph_lumberyard_a2
ph_headquarters_b3
ph_maze_a4
ph_mountain_a2
ph_northural_a2
ph_oasis
ph_otherside_a1
ph_range_a3
ph_sawmill_a1
ph_timbertown_a3
ph_trainset_a3
ph_warehouse_b1
ph_watchtower_a1
spooky_ravine_a1


Mapcycle is what the default rotation is; mapvotes is all the choices when the voting comes up.

When I make changes, I'll update this post. You're welcome to discuss changes here, but keep in mind that this post will always reflect the *current* mapcycle/votes.


Last edited by Dr Him on Fri Jun 20, 2008 9:06 am, edited 8 times in total.

Mon Apr 07, 2008 7:48 pm
Profile

Joined: Wed Mar 07, 2007 8:01 am
Posts: 999
Location: Indiana
Post 
Is that vote list missing a map, or did you not make cp_meleebarn voteable?

That map is fun sometimes with just a few people on.


Tue Apr 08, 2008 8:30 am
Profile
Site Admin

Joined: Tue Mar 06, 2007 3:25 pm
Posts: 751
Location: Madison, WI
Post 
DoubleD wrote:
Is that vote list missing a map, or did you not make cp_meleebarn voteable?

That map is fun sometimes with just a few people on.


I guess it wasn't; added now.


Tue Apr 08, 2008 9:00 am
Profile

Joined: Sat Mar 08, 2008 2:18 pm
Posts: 191
Location: Annapolis, MD
Post 
Meleebarn was awesome last night! There were 6 of us, and it was all kinds of Bonesaw-Baseball-Punch-Bat-Axe-*splorch-thud* action.

I don't know how he did it, but Chron kept hitting me at the maximum reach possible with the Bonesaw. I'd seem to be out of reach, and the saw wouldn't look like it was hitting me, but I was still taking damage as I was backing away from him.

_________________
Image


Tue Apr 08, 2008 4:50 pm
Profile

Joined: Wed Mar 07, 2007 8:01 am
Posts: 999
Location: Indiana
Post 
Chron is bonesaw king.

I think he bonesaw hax =)


Tue Apr 08, 2008 5:52 pm
Profile
Site Admin

Joined: Tue Mar 06, 2007 3:25 pm
Posts: 751
Location: Madison, WI
Post 
Total hax0r


Tue Apr 08, 2008 5:54 pm
Profile

Joined: Mon Dec 10, 2007 5:37 pm
Posts: 167
Post 
<whew> glad chron can take the haxxor torch for a change ;)


Wed Apr 09, 2008 6:14 am
Profile

Joined: Mon Sep 17, 2007 10:48 am
Posts: 1320
Location: Bloomington, IN
Post 
Its not the length of a man's bonesaw that matters, but how he uses it.


Wed Apr 09, 2008 11:15 am
Profile

Joined: Sat Mar 08, 2008 2:18 pm
Posts: 191
Location: Annapolis, MD
Post 
I read the list a few times, and I'm not entirely sure I understand what the difference is between the "Mapcycle" and "Mapvotes" is. If the first is in the order of what the auto-rotation is, then I would be surprised because that is not the order of maps I have observed. When the votes came up one night while playing ctf_convoy_v2, the 5th choice (always labeled "next map") was not ctf_impact2 as the list would say, but instead it was cp_shock. If the "Mapcycle" list is accurate in its contents yet incorrect in it's order, that's cool, it's just a good thing to know.

I guess I'm still wondering how the server decides how to put any particular map into the mapvote we see in-game.

_________________
Image


Sun Apr 13, 2008 9:13 pm
Profile
Site Admin

Joined: Tue Mar 06, 2007 3:25 pm
Posts: 751
Location: Madison, WI
Post 
theLarom wrote:
I guess I'm still wondering how the server decides how to put any particular map into the mapvote we see in-game.


Both are supposed to be random.

The mapcycle determines the list of maps that will be switched to if no voting wins (so the default next map comes out of here).

The mapvotes file determines the list of maps that will be nominated for the map vote.

Either way, the selection of the next map in the cycle, and the list of maps in the vote, should be random.


Wed Jun 25, 2008 12:21 pm
Profile

Joined: Sat Mar 08, 2008 2:18 pm
Posts: 191
Location: Annapolis, MD
Post Re: Mapcycle and Mapvotes
Here are changes I see to our map cycle and mapvotes:

Proposed Mapcycle:
cp_aqua
cp_castle4
cp_floodzone_him_a3 - Out (to Admin only)
cp_labor
cp_roswell
cp_smbcastle2
cp_steel
cp_vertigo_beta3 - Out (to Votes only)
cp_wolf2_b1 - Out (to Votes only)
ctf_chaos - In
ctf_convoy_v2 - Out (to Admin only)
ctf_impact2
ctf_mach4
ctf_quarry
ctf_turbine
ktf_chemistry_v1 - In
ktf_science_v1 - In
pl_badwater
pl_dustbowl_b4 - Out (to Votes only)
pl_frontier_b1
pl_goldrush


Current Mapvotes:
cp_aqua
cp_beach_invasion - Out (completely)
cp_blackmesa
cp_castle4
cp_cowpath_b3
cp_egypt_v2
cp_floodzone_him_a3 - Out (to Admin only)
cp_labor
cp_roswell
cp_smbcastle2
cp_steel
cp_vertigo_beta3
cp_wolf2_b1
ctf_barn
ctf_convoy_v2 - Out (to Admin only)
ctf_impact2
ctf_jinxed_b3
ctf_mach4
ctf_office_extended_v5 - Out (completely)
ctf_quarry
ctf_turbine
koth_ziggurat_b2 - In (new)
ktf_chemistry_v1
ktf_innercity_v2 - In (new)
ktf_science_v1
pl_badwater
pl_cranetop_b7 - In (new update)
pl_dustbowl_b4
pl_frontier_b1
pl_goldrush
pl_hoodoo


Current Admin Only:
cp_floodzone_him_a3
ctf_convoy_v2
pl_cashworks - In (new)


Mapcycle: default rotation
Mapvotes: is all potential choices when the voting comes up
Admin Only: maps that can only be chosen by an Admin force-changing the map.

Some of the changes I made are due to my personal bias, some due to DD's suggestion over in another thread, and some due to the size of the map (both for players and downloading). Please feel free to discuss any of my picks.

Chron, what total list of maps, so we can see if any other maps we have on the server than could fall into any of these categories?

_________________
Image


Mon Jan 19, 2009 6:04 pm
Profile

Joined: Sun Dec 09, 2007 1:19 am
Posts: 247
Location: Cali
Post Re: Mapcycle and Mapvotes
I might be the only one, but I would rather quarry not be in the mapcycle, it seems to be a serverkiller


Mon Jan 19, 2009 9:11 pm
Profile

Joined: Wed Mar 07, 2007 8:01 am
Posts: 999
Location: Indiana
Post Re: Mapcycle and Mapvotes
I like quarry, but I agree it should probably leave the cycle.

I think pl_dustbowl_b4 is a fun map that should stay in the cycle.

The other changes look okay to me. I don't know if I'd put both ktf_chemistry and ktf_science in there though. I'm not sure how many people like those or know how to play them.

_________________
Image


Mon Jan 19, 2009 9:20 pm
Profile

Joined: Mon Sep 17, 2007 10:48 am
Posts: 1320
Location: Bloomington, IN
Post Re: Mapcycle and Mapvotes
I like the suggestions-- I'll get on that tomorrow as well :D

I can get the whole list of all maps up as well.


Mon Jan 19, 2009 10:37 pm
Profile

Joined: Sat Mar 08, 2008 2:18 pm
Posts: 191
Location: Annapolis, MD
Post Re: Mapcycle and Mapvotes
So, a longer post describing my reasoning...

Two maps I never want to play ever again: cp_beach_invasion and ctf_office_extended_v5. Both are poorly conceived, confusing, badly put together, and unbalanced, and on top of it, office is poorly textured. Please no one argue with me, and we can say goodbye to these maps for good.

Convoy: People (namely DD) are tired of it. We can remove it from the standard cycle and the vote list so we'll never accidentally play it, but it can stay on the Admin list so that someone can request it specifically and it can be played.

Floodzone_Him: Same as Convoy, though mostly it is Chron and I that are tired of it. We can bring it back when we want, but I don't wantto play it unless someone REALLY wants to.

Cashworks (payload): I played this on another server and it's fun. Unfortunately it's HUGE, and if we happen to only have 6~8 people on, I don't think it should be able to come up in the votes and get chosen, it'll feel very empty. By keeping it admin only, when the server fills up to 16~18 we can put in in manually if people agree.

3 new maps to try out: koth_ziggurat, ktf_innercity, pl_cranetop. These are my most recent suggestions for maps to be added to our line-up. We don't know who likes them yet, but we should give them a test drive or two to see if they are worth keeping. Currently in mapvote only and not in active rotation.

I moved 3 larger maps out of main rotation, but still in mapvotes. I like playing both Vertigo and Payload-Dustbowl; often times I'll vote for them when they are in the choices, and even though Wolf isn't my favorite, I don't hate playing it. However, I think they can't sustain a beginning group of people (4~9), which makes them feel lonely and empty, or too one-sided. I feel these three should stay out of active rotation so we don't just show up at them by accident without using an RTV (when there's only a handful of players).

The 3 maps I moved into the active rotation are smaller maps that encourage close quarters fighting. When the server is light, I think finding yourself at Chaos, Science, or Chemistry isn't that bad of a thing, and it can be fun for 2~5 people. When the server picks up, these might end up in vote option 5 "Next map" but, with several other choices won't get chosen. I don't think we'll see them obnoxiously often (or I hope not).

I have no particular love for quarry. If people want to see if leave, I'm fine with it.

One thing to discuss is Valve Standard maps. We market ourselves as a custom map server, but I don't think having one or two standard maps is a bad thing. When we do end up playing a standard map we usually fill up with new people, and I feel this is a great way to energize the server before moving to another less known map that is just as good. We have several choices of "bait" to bring people onto our server with, so it comes down to, are there any maps that Valve has produced that people really like to play that we can keep on our server?

I personally am partial to Hydro and Badwater Basin. What do the rest of you think?

_________________
Image


Mon Jan 19, 2009 11:00 pm
Profile
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 44 posts ]  Go to page 1, 2, 3  Next


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © phpBB Group.
Designed by Vjacheslav Trushkin for Free Forums/DivisionCore.