Map rotation change to server #25

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Re: Map rotation change to server #25

Unread postby yammingtons » 18 Jan 12, 6:37 pm

get rid of dust it is truly terrible.
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Re: Map rotation change to server #25

Unread postby Dr_Atkins » 18 Jan 12, 8:43 pm

Hi, Dr Atkins aka MeatFat here, in my medical opinion a map cycle change would be healthy for #25, as long as they work well for 32players.

I'm happy with Combat Rock's recommendation's stated at the start of this thread, or anything similar. :58_68:

Perhaps also take out Thunder Mountain, or reduce its server game time so only 1 full round is ever played per mapcycle. I notice numbers usually drop alot when Thunder is nextmap. :roll:
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Re: Map rotation change to server #25

Unread postby Transition27 » 19 Jan 12, 2:04 pm

Firstly, for map additions I'd say Gravelpit definitely like to see. Other maps I don't care. Gravel could bring in a lot of interesting matches as it splits the coordination of a team and it's pretty damn hard to lose course of the objective.

Secondly, baaaaakaaaaaa yarou. Don't know what you're seeing Atkins ;)
Thunder's probably the best map in the rotation. You can use any class to a reasonable degree unlike most of the other maps. Even though it's a payload it's well planned out. Upward is kinda there, but not quite overall.

And in any case some people don't understand the above, it's because you actually need to be a decent player to get to the right positions, to do whatever you're doing decently and live to tell the tale.
Especially with Demo's and Solly's can jump to wherever, scouts can be more active, spies don't have to dr.
Offense Engy has more freedom to build in multiple good locations instead of only 1 or 2.
Pyro's, Heavies, Sniper, and whatever else do what they would normally do, run around and be super cool or sit on cart and be super cool, or afk in spawn and be super cool.

Dustbowl, Hoodoo and Barn are probably the most similar in terms of spam n choke point holding. Hate one then hate the others, want to remove one then want to remove the others. Only greater problem with dust is the 3rd stage, 20 minute hold from time to time; which isn't bad at all half the time.

Opinion on whether or not we need to remove maps. Personally I'd say no, for #25 is a good 32p server and even with the large amount of time people spend on it they still play those maps. Meaning they don't hate them (that much).
Some people spend 9 hours straight on the server too, like all those triangle people, square people and circle people. They go through the rotation about 4 times before they leave, so I doubt "too long of a rotation matters greatly". As long as the maps are suitable then there's no biggy.

If people want to complain about the spammed choke points on a map then try telling other people to stop spamming. And it all probably begins with yourself. What happens 95% of the time is something like;

"Oh no, we're being spammed, let's spam them back, it makes the game better and we might win."

You might as well complain about the spies repeatedly sapping your tele at spawn while your team does nothing here too. Why? Cause there's a crucial lack of a certain "thing" that majority of the players are lacking.

P.S. for those who don't know my alias is Transition. If you intend to pick on about the things I do in-game, I suggest you give up before trying.

[Admin edit to remove offensive language.]
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Re: Map rotation change to server #25

Unread postby Agent Provocateur » 19 Jan 12, 6:13 pm

Trying to please everyone and ends with pleasing no-one.
So would it be possible to add these to the current rotation or is that to many maps?

cp_gravelpit
plr_pipeline
cp_gorge



""I notice numbers usually drop alot when Thunder is nextmap.""

I have observed this phenomenon after Dustbowl when both sides have played for the maximum amount of time, it's a long time on one map and people need a break from playing a very intense match.

On some maps when the timer was close to changing maps and the offensive team won and making the map go for extended period we could agree to sit it out till the first cap fails and the map changes, this has been done a few times, I think it's best way to resolve that issue.
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Re: Map rotation change to server #25

Unread postby tepop » 19 Jan 12, 8:34 pm

Just asking, what about mapvotes or only allowing one set of attack/ defend each? The 'third time around' is always the server killer.
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Re: Map rotation change to server #25

Unread postby Kakkib » 21 Jan 12, 2:33 pm

Greetings Earthers,

just chipping in that I also think that a rotation change would be good.

Not too fussed about which maps, particularly if the addition of a votemap function could be added.

From the discussion I think that at least for a `season' it would be worth adding one or two capture points maps and seeing the response.

Thats my 6 pataka's worth,
love
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Re: Map rotation change to server #25

Unread postby Agent Provocateur » 23 Jan 12, 8:14 pm

The majority of the posts are in support for some new maps on the server, I cant get everyone on the server to post as most are reluctant to register for one forum thread. We could discuss while an admin is playing on the server to gauge the support for the additional maps.
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Re: Map rotation change to server #25

Unread postby Gismo » 23 Jan 12, 8:38 pm

It does seem a little ignorant that people only want to utilise the server, and not the supporting service behind it (forums) - that hardly promotes an open community.

Furthermore, a forum discussion will retain a record of hit/miss options with player preference.
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Re: Map rotation change to server #25

Unread postby Edge92 » 24 Jan 12, 8:32 am

I'd like to request that any map additions, that may be made, to be implemented only after #14 is fixed.

It would be greatly appreciated if you could leave one of the servers (#14 or #25) as just payload. To my knowledge, there is no other server in Australia which runs a 32 player payload dominant rotation.
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Re: Map rotation change to server #25

Unread postby Mythor » 24 Jan 12, 8:53 am

Neither server is just payload at present as both have Dustbowl on them. ;)

What we've seen so far in this thread is that there's enough support for changing the rotation but not enough agreement on what the changes should be, that's why a change hasn't happened yet. Some of you want more Payload, some want to drop a bunch of Payload for CP, etc.
What would be good is someone coming up with a suggested rotation and getting some support from players behind it.

Current rotation:
Badwater
Goldrush
Hoodoo
Dustbowl
Upward
Thundermountain
Barnblitz

I'm not a regular, but here's what I'd suggest based on what I've seen in this thread.

Suggested new rotation:
PL_Badwater
PL_Frontier
PL_Goldrush
PL_Hoodoo
CP_Gorge
PL_Upward
PLR_Pipeline (One win restriction)
PL_Thundermountain
PL_Barnblitz

Replacing Dustbowl with Gorge, adding Frontier, adding Pipeline with a one point limit (first to push it to the top of the big hill wins).
I think that's a reasonable combination of giving Dustbowl a rest and injecting some new Payload into the rotation. :)

As for #14, so long as it's staying empty it's unlikely to be looked at - does a server have lag when nobody is there to observe it? :)
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Re: Map rotation change to server #25

Unread postby Trixxter » 24 Jan 12, 12:52 pm

I suppose me and Edge can ask regulars about it and **** over the week, I know there's a steam group dedicated to the GON 14/25 Regulars.


@Trans, ...no one even mentioned your name. :?
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Re: Map rotation change to server #25

Unread postby Transition27 » 24 Jan 12, 3:27 pm

Trixxter wrote:@Trans, ...no one even mentioned your name. :?

1. "I suggest you give up before trying."
2. If there were more of the regulars in the forums it would be highly likely.
3. Don't even know why you cared.

Back to topic, the rotation suggested by Mythor sounds good to see.
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Re: Map rotation change to server #25

Unread postby .♥. Cupcake .♥. » 24 Jan 12, 11:07 pm

Mythor wrote:I'm not a regular, but here's what I'd suggest based on what I've seen in this thread.

Suggested new rotation:
PL_Badwater
PL_Frontier
PL_Goldrush
PL_Hoodoo
CP_Gorge
PL_Upward
PLR_Pipeline (One win restriction)
PL_Thundermountain
PL_Barnblitz

Replacing Dustbowl with Gorge, adding Frontier, adding Pipeline with a one point limit (first to push it to the top of the big hill wins).
I think that's a reasonable combination of giving Dustbowl a rest and injecting some new Payload into the rotation. :)


^ Mythor, that sounds like a nice and fresh change to be honest - plus maps like frontier, upward and gorge would benefit a lot from a bigger group of people as they were designed for. I love going to 32 player servers from time to time, as much as I love the usual 24's but I did realise some maps just aren't meant for a bigger lot of players.
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Re: Map rotation change to server #25

Unread postby Edge92 » 25 Jan 12, 11:59 am

My preference would be:

32p Server #1

pl_badwater
pl_hoodoo
plr_pipeline
pl_upward
pl_thundermountain
pl_barnblitz
pl_frontier

32p Server #2

cp maps
ctf maps
koth maps
etc.

Most players are reluctant to playing on #14 because of the ping spikes and lag, but I think if this is fixed you will see the server populated again. Numbers won't be an issue for the cp/ctf/koth rotation as by including the extra game modes, you are targeting a larger player base who might like to have a shot at 32p without forgoing maps they are accustomed to on 24p.

Once again, I would really like at least 1 32p Payload dominant server.
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Re: Map rotation change to server #25

Unread postby Kakkib » 25 Jan 12, 4:03 pm

@Mythor

I thinks that's a good list of changes/maps

Glad to see people care about the server and quality of play; the forum seems to have thoughtful responses - meaning I think any ongoing issues can be dealt with as they come up - with time things can only improve.

Adding Votemap would be appreciated...at least for a trial period.

love
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