|
It is currently Thu Sep 09, 2010 3:07 am
|
View unanswered posts | View active topics
| Author |
Message |
|
Dr Him
Site Admin
Joined: Tue Mar 06, 2007 3:25 pm Posts: 751 Location: Madison, WI
|
 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 |
|
 |
|
DoubleD
Joined: Wed Mar 07, 2007 8:01 am Posts: 999 Location: Indiana
|
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 |
|
 |
|
Dr Him
Site Admin
Joined: Tue Mar 06, 2007 3:25 pm Posts: 751 Location: Madison, WI
|
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 |
|
 |
|
theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
|
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.
_________________
|
| Tue Apr 08, 2008 4:50 pm |
|
 |
|
DoubleD
Joined: Wed Mar 07, 2007 8:01 am Posts: 999 Location: Indiana
|
Chron is bonesaw king.
I think he bonesaw hax =)
|
| Tue Apr 08, 2008 5:52 pm |
|
 |
|
Dr Him
Site Admin
Joined: Tue Mar 06, 2007 3:25 pm Posts: 751 Location: Madison, WI
|
Total hax0r
|
| Tue Apr 08, 2008 5:54 pm |
|
 |
|
pyrowolf
Joined: Mon Dec 10, 2007 5:37 pm Posts: 167
|
<whew> glad chron can take the haxxor torch for a change 
|
| Wed Apr 09, 2008 6:14 am |
|
 |
|
Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
|
Its not the length of a man's bonesaw that matters, but how he uses it.
|
| Wed Apr 09, 2008 11:15 am |
|
 |
|
theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
|
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.
_________________
|
| Sun Apr 13, 2008 9:13 pm |
|
 |
|
Dr Him
Site Admin
Joined: Tue Mar 06, 2007 3:25 pm Posts: 751 Location: Madison, WI
|
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 |
|
 |
|
theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
|
 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?
_________________
|
| Mon Jan 19, 2009 6:04 pm |
|
 |
|
Clueless
Joined: Sun Dec 09, 2007 1:19 am Posts: 247 Location: Cali
|
 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 |
|
 |
|
DoubleD
Joined: Wed Mar 07, 2007 8:01 am Posts: 999 Location: Indiana
|
 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.
_________________
|
| Mon Jan 19, 2009 9:20 pm |
|
 |
|
Dr. Boom Stick
Joined: Mon Sep 17, 2007 10:48 am Posts: 1320 Location: Bloomington, IN
|
 Re: Mapcycle and Mapvotes
I like the suggestions-- I'll get on that tomorrow as well  I can get the whole list of all maps up as well.
|
| Mon Jan 19, 2009 10:37 pm |
|
 |
|
theLarom
Joined: Sat Mar 08, 2008 2:18 pm Posts: 191 Location: Annapolis, MD
|
 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?
_________________
|
| Mon Jan 19, 2009 11:00 pm |
|
 |
|
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
|
|