Time to shake up #13 maps?

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Re: Time to shake up #13 maps?

Unread postby SgtMoo » 27 Aug 11, 7:11 pm

Steel or Gravel would be my 2 choices to replace Lakeside
I dont mind Hydro, great for those sudden death playoffs
standard Gorge is alright, 5CP not so much

Just my 2c
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Re: Time to shake up #13 maps?

Unread postby Instinx » 28 Aug 11, 5:34 pm

SgtMoo wrote:Steel or Gravel would be my 2 choices to replace Lakeside
I dont mind Hydro, great for those sudden death playoffs
standard Gorge is alright, 5CP not so much

Just my 2c


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Re: Time to shake up #13 maps?

Unread postby Jez » 28 Aug 11, 8:36 pm

Barnblitz killed the server earlier tonight, went from 20+ players to 10 or so as soon as it changed.

Would it be at all possible to limit payload maps to one turn of offence/defence for each team? It's annoying to have to attack more than once on the same map if you capture quickly/defend successfully.
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Re: Time to shake up #13 maps?

Unread postby Ralph Wiggum » 29 Aug 11, 1:55 am

Jez wrote:Would it be at all possible to limit payload maps to one turn of offence/defence for each team? It's annoying to have to attack more than once on the same map if you capture quickly/defend successfully.


I'd agree with that.

Personally I reckon bring back Gravel and Hydro, they've been off #13 for a while but its time to bring them back. I'm also going to suggest taking off Goldrush for a while - it was the first PL map and starting to get a little stale.

Badwater (2 rounds only)
Hydro (melee sudden death)
Frontier (2 rounds only)
Upward (2 rounds only)
Gravelpit (2 rounds only)
Hoodoo (2 rounds only)
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Re: Time to shake up #13 maps?

Unread postby Bicketybam » 5 Sep 11, 3:32 pm

Considering no one could decide on final choice, I've gone and got the mapcycle changed. Current cycle should be :

pl_barnblitz (2 rounds maximum)
cp_gravelpit
pl_hoodoo_final
cp_egypt_final
pl_badwater
tc_hydro (with sudden death set to melee only)
pl_frontier_final (2 rounds maximum)
cp_steel (2 rounds maximum)
pl_upward

It's a mixture of all suggestions. Feel free to cry or cheer. :58_80:

PS. Speaking of Map changes, I've also got the Minecraft map (Minepit) added to our custom map server (Server 23). See here for example : viewtopic.php?f=7&t=189023
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Re: Time to shake up #13 maps?

Unread postby Gismo » 5 Sep 11, 5:44 pm

Thanks for the changes. I havent been about to push the issue but I'm sure we'll get some movement back on the server from tomorrow night *hint hint*
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Re: Time to shake up #13 maps?

Unread postby Jez » 5 Sep 11, 6:00 pm

Gismo wrote:Thanks for the changes. I havent been about to push the issue but I'm sure we'll get some movement back on the server from tomorrow night *hint hint*


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Re: Time to shake up #13 maps?

Unread postby SgtMoo » 5 Sep 11, 6:47 pm

Certainly cant complain about that, very happy to see Gravel, Egypt, HooDoo and Steel in the mix.

Now it's gonna be a real tough choice between playing Saxton Hale mod and GoN #13
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Re: Time to shake up #13 maps?

Unread postby Hedwig » 5 Sep 11, 7:31 pm

Bicketybam wrote:Considering no one could decide on final choice, I've gone and got the mapcycle changed. Current cycle should be :

pl_barnblitz (2 rounds maximum)
cp_gravelpit
pl_hoodoo_final
cp_egypt_final
pl_badwater
tc_hydro (with sudden death set to melee only)
pl_frontier_final (2 rounds maximum)
cp_steel (2 rounds maximum)
pl_upward

It's a mixture of all suggestions. Feel free to cry or cheer. :58_80:

PS. Speaking of Map changes, I've also got the Minecraft map (Minepit) added to our custom map server (Server 23). See here for example : viewtopic.php?f=7&t=189023


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Re: Time to shake up #13 maps?

Unread postby quackbutt » 7 Oct 11, 9:58 am

After a month or so away from the game (moving house, no Internet, Deus Ex) I return to find server 13 empty most evenings (at least the nights I've been able to play). What's up with that?
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Re: Time to shake up #13 maps?

Unread postby GoToadGo » 7 Oct 11, 1:16 pm

The rotation is ****? Despite the fact MANY regulars said they **** hate Steel and many other **** maps, they still ended up on there :roll:
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Re: Time to shake up #13 maps?

Unread postby Jez » 7 Oct 11, 1:35 pm

GoToadGo wrote:The rotation is ****? Despite the fact MANY regulars said they **** hate Steel and many other **** maps, they still ended up on there :roll:


Better than the old rotation of 90% payload maps and one KOTH.
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Re: Time to shake up #13 maps?

Unread postby GoToadGo » 7 Oct 11, 3:23 pm

Server activity says otherwise my good man.
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Re: Time to shake up #13 maps?

Unread postby Jez » 7 Oct 11, 5:11 pm

GoToadGo wrote:Server activity says otherwise my good man.


Post hoc ergo propter hoc.
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Re: Time to shake up #13 maps?

Unread postby Mythor » 7 Oct 11, 6:30 pm

No, what Toad said is correct. The new rotation has driven at least some of the regulars away. We've been playing a bit on #23 instead, because that's a fun rotation and a change from other servers. I'll only join #13 if I start playing late and steamfriends are already playing there.

The reason it's (often) empty is as Toad stated.
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