View Full Version : IRS POST COLO server setup
Jokerz
04-24-2008, 04:52 PM
This thread is for IRS server post colo.
NOTICE: when picking maps i dont care what your personal views are i want you to think "community" I personally hate cp_granary but i QQ and just play it
1) will this map get ppl in
2) will it keep them here
3) does it promote teamwork ( ie mic chat)
4) does it help novice people improve there skill
Our map logic cycle will NOT be based on time of day but # of people on server
<= 10 -> maps x , y ,z dustbowl...2fort?
<= 18 -> maps x , y ,z hyro gravelpit
<= 26 -> maps x , y , z granary
<=28 -> maps x , y castle, aqua < other new hard map that need ppl>
General setup
32 slots 2 held for subs.
CP maps: 40 mins or 2 wins whatever comes 1st <-- is this ok?
CTF maps: 40 min or 1st team to cap the flag 3x <-- is this ok?
TC map: 22 mins
Special mods
1) HLstatx mod - this will make stats green colored
2) secret i promise you will love it
3) secret i promise you will love it
Maps cycle
1) Standard maps
tc_hyrdo
cp_well
ctf_well
cp_dustbowl
ctf_2fort
cp_granary
cp_gravelpit
2) Non standard maps
cp_castle
cp_roswell
cp_japanv2
cp_aqua
ctf_turbine_v3
cp_labor
3) Fun maps
cp_melee_barn 11 min timer or 1st to 3 wins
So any maps you think outright we should just remove.. if remove please explain in DETAIL why.
Everything looks good to me except a few things:
- you are missing ctf_hallofdeath (a server favorite).
- as far as I know ctf_well is all around hated and should not be included
BADog
04-24-2008, 06:36 PM
Agree on ctf_well. Unless you need direct comments during testing.
HOD timing it perfect as it is now...so when you add it if you can mimic that, that would be a good starting point.
Jokerz, will you start the map timings with something close that we currently have?
Badlands? You mean to leave it out?
With the new maps coming out are you and E thinking about trying them at the SRS or IRS servers? Wondering about Goldrush. That map is either going to be a favorite of a server killer.
Are you thinking about RTV at all?
Ganwen
04-24-2008, 06:59 PM
Our map logic cycle will NOT be based on time of day but # of people on server
<= 10 -> maps x , y ,z dustbowl...2fort?
<= 18 -> maps x , y ,z hyro gravelpit
<= 26 -> maps x , y , z granary
<=28 -> maps x , y castle, aqua < other new hard map that need ppl>
General setup
32 slots 2 held for subs.
CP maps: 40 mins or 2 wins whatever comes 1st <-- is this ok?
CTF maps: 40 min or 1st team to cap the flag 3x <-- is this ok? -- Make it go for 2 rounds, 1 round of 3 caps can either take 40min or 5min depending on the map and how its played out.
TC map: 22 mins
Special mods
1) HLstatx mod - this will make stats green colored
2) secret i promise you will love it -- Hookers
3) secret i promise you will love it -- Beer
Maps cycle
1) Standard maps
tc_hydro
cp_well
ctf_well -- REMOVE - Its Way to large and Cumbersome, Ive yet to meet anyone who actually enjoys it.
cp_dustbowl - Yes, and keep its settings as is
ctf_2fort - it attracts people, Guess it couldnt hurt
cp_granary
cp_gravelpit
2) Non standard maps
cp_castle - Do people on the 30man Server still keep playing when this one is on? last time I was there a RTV started during the Setup timer, constantly - 30man Admins can comment
cp_roswell - Havnt played yet, no clue on how it works - 30man Admins can comment
cp_japanv2 - No clue - 30man Admins can comment
cp_aqua - Emptied the server while back, maybe it needs more time? Dunno, but I think its one we can add at a later time once the server gets restablished
ctf_turbine_v3 - Hasnt been played on the server yet, played it on other servers though and it did allright, time will tell
cp_labor - A fun map, lots like it, seldemly have 1-2 ask to change but the remaining 22-23 want to keep on keepin on!
cp_survival_beta2 - Once Ditship finishes up this, I would like to see it added, its a very unique looking map and not overly cumbersome.
3) Fun maps
cp_melee_barn 11 min timer or 1st to 3 wins - 2 rounds
cp_avanti_b1 - I would like to try this map out on the server, it was a huge hit on TFC and its a unique gameplay. You move a flag to the CP to cap - Drop the flag, start over (after 15sec) Your constantly going uphill, really fun gameplay
All and all I would like to see a FEW MAPS AT A TIME on the server. I dont want to be on a server that will rotate between 15 different maps. Sometimes its good to keep with the originals (dustbowl, gravel pit).
Also, PLEASE Find a few if possible to lower the time you get for capping points. Well and Granary NEED A TIME REDUCTION FROM 10 MINUTES!!!!!
I dunno... I just play here, :rolleyes:
Jokerz
04-24-2008, 07:47 PM
awesome feedback i totally forgot hallofdeath we can add. ctf_well removed
for example
http://www.2fort2furious.com/images/dmr_skipwell.gif
This is called a conditional nextmap. Basically, "if the number of players is lte (less than or equal to) 12, then the nextmap is section 30 (cp_dustbowl)". If the conditional nextmap isn't true, which in this case means there are more than 12 players on the server, then the default_nextmap is used as the next map.
Also please keep in mind as it is sized based the "newer more interesting" maps will not even be into the rotation until a certain number of ppl are on the server
Is it possible to have it do it's standard map rotation, and then after the server fills throw in a random custom map here and there? This way we can keep 15 maps on the server, but it tends to go to the release maps more often and avoid situations where the server takes all day to go to dustbowl or other popular maps?
To clarify what I am thinking, something like this:
Dustbowl
cp_well
{random custom map} //It is actually randomly selected when cp_well loads
cp_gravelpit
cp_granary
{random custom map}
ctf_2fort
tc_hydro
{random custom map}
{fun map}
That way people don't get tired of the custom maps, but instead they get thrown in there kinda as a break from the tried and true maps. Also note that custom maps may be added to the "regular rotation" later if they are popular enough.
BADog
04-25-2008, 01:05 AM
Hey Red,
I read your message a couple of times but I am dead tired and not sure I understood, or you understood the logic. So don't get mad at me cause I am hallucinating (24 hours no sleep) right now.
Over simplified example:
Less than 12 players the map order will be
A, B, C
More than 12 players the map order will be different
A, d, B, e, f, C, g, h
The logic or condition test will allow the map order to flex to the fill level of the server.
Which to me sounds like almost what you were saying, except with the automatic map order change based on player numbers.
All of this is good:
Our map logic cycle will NOT be based on time of day but # of people on server
<= 10 -> maps x , y ,z dustbowl...2fort?
<= 18 -> maps x , y ,z hyro gravelpit
<= 26 -> maps x , y , z granary
<=28 -> maps x , y castle, aqua < other new hard map that need ppl>
What I am saying is that when the server gets to the >= 20 range it starts to randomly throw in the custom maps rather than have a set rotation to them.
So in your simplified example:
Normal rotation: A, B, C, D, E, F, G
>=20 rotation: A, B, X, C, D, X, F, G, X, Y
Where X is a random map selected from any of the custom maps and Y is a fun map.
BADog
04-25-2008, 01:23 AM
ok...makes sense now. I understand it.
Blonde
04-25-2008, 06:30 PM
People bitch about custom maps the most, and lots don't bother to dl them. So, I think we need to be playing the standard maps the most, like Red said.
We should have rockthevote.
Not sure how I feel about green colored stats. Are there client settings that can mess with them?
The timelimits of the maps sounds fine in general for the new maps we'll be playing, but we should keep the same settings for the maps we use now.
Mostly I'm concerned with all the customs. I'll do some research, but I don't think many of the top ranked servers use customs much. This tells me they don't fill a server, and I've seen them (repeatedly) empty them. So just from a keeping-the-server-full standpoint, I'm skeptical.
As far as teamplay and skill improvement, these are all great maps though. Thats why you've chosen them in particular I'm sure.
Jokerz
04-25-2008, 06:37 PM
I think there needs to be a mix of "new" and "old" am not saying we need to load up on custom maps we should have a "core" rotation which brings in the most amount of people.. but those ppl that play tf2 day in and out we need to give them something new also... maybe a "map of the month" so we add a new map into the core rotation for 1 month and then take it out and replace with another one... but we have that "core" rotation
The core rotation should be "stock" and 1 or 2 "custom" maps am 100% labor will be one of them just need 1 more beside HOD.
Blonde
04-25-2008, 06:42 PM
How about warpath final?
Anathema
04-25-2008, 06:43 PM
How about warpath final?
Warpath final does generate alot of players.
Maybe Warpath2 ?
Blonde
04-25-2008, 06:46 PM
I gotta tell ya, warpath2 didnt do it for me. Changed textures and got rid of ramps (annoying) is really all the difference I can see.
Jokerz
04-25-2008, 06:48 PM
ok i love all the quick feedback will make what we have to do Monday quick
SOOOOOOOOOOOO
Can all the IRS admins agree to this map rotation ( depending on the number of ppl it will skip a custom map)
Stock -> tc_hydro
Custom -> ctf_turbine_v3
Stock -> cp_well
Custom -> cp_labor
Stock -> cp_dustbowl
Custom -> cp_melee_barn
Stock -> ctf_2fort
Custom -> Hallofdeath
Stock -> cp_granary
Custom -> Warpath2
Stock -> cp_gravelpit
Custom -> (Map of the month idea TBD later date)
Blonde
04-25-2008, 06:51 PM
Looks good. Labor might almost be considered a stock map though. Its that solid.
BADog
04-25-2008, 06:53 PM
Labor is that solid, agreed.
I like the idea of a custom map of the month.
Also like the idea of keeping it fresh with standard, then custom, then standard. That will make it easier for me to keep playing through too.
Anathema
04-25-2008, 06:56 PM
Labor is solid and should be stock=>agreed
Map Rotation=> excellent! Also looks solid, Joker. It looks ready to go
I approve!
Are we going to have rockthevote?
Jokerz
04-25-2008, 07:38 PM
I am real dont like the idea of rtv only because then map x will keep getting played over and over i would like to try non rtv for a while and see what happens am open to rtv enabled but @ the start I want to see it disabled unless any IRS has a REALLY good reason for it am all ears
Blonde
04-25-2008, 07:48 PM
It gives mapchoice to the players. It wont change if people don't agree to change it, and it will if they want it to. Also good if there isn't an admin on.
Democracy is a wonderful thing.
Ganwen
04-27-2008, 11:24 AM
Remove Castle, ctf_well, cp_badlands (or make it only 1 team win then change), cp_aqua, cp_japan
Add Goldrush(when released), Avanti
Figured Id take another look, I have ideas for times and things, but I wanna see how the new servers opperate.
General setup
32 slots 2 held for subs.
CP maps: 40 mins or 2 wins whatever comes 1st <-- is this ok?
CTF maps: 40 min or 1st team to cap the flag 3x <-- is this ok?
TC map: 22 mins
Maps cycle
1) Standard maps
tc_hydro
cp_well
cp_dustbowl
ctf_2fort
cp_granary
cp_gravelpit
2) Non standard maps
ctf_turbine_v3
cp_labor
ctf_hallofdeath
cp_avanti
cp_goldrush
3) Fun maps
cp_melee_barn 11 min timer or 1st to 3 wins
BADog
04-27-2008, 11:28 AM
I can live with Ganwen's suggestions. I think Goldrush and Avanti will be hits.
eclyps
04-27-2008, 12:48 PM
If we make the required % for rtv high, it should solve the problem of the same map being played over and over.
BADog
04-27-2008, 12:57 PM
Hmm. I wonder if one could problematically allow RTV at certain times or under certain conditions?
eclyps
04-27-2008, 01:15 PM
hmmm... possibly...
I just think that if, say 75% of the server wants something different, then the map really needs to change. It'd probably never be used but it'd be a good backup.
What do you think, jokerz?
Jokerz
04-27-2008, 04:45 PM
let see how this new Dynamic map rotation( DMR) works cause if you RTV on a DMR i dunno what happens so am would like to leave it disabled @ the start
Jokerz
04-27-2008, 04:46 PM
lets get the server up and runing 1st thing little things like rtv and stuff we can deal with after we get a stable sever and stuff
eclyps
04-27-2008, 11:10 PM
Making this thread public. We'll be setting up the new server tomorrow night for testing, and would like to get input from all of our regular players.
Anathema
04-27-2008, 11:13 PM
Oh NOES, the secret files of the administration has been brought to light!
Timmah!
04-29-2008, 06:34 PM
Will the Jimmy Hoffa files and the JFK assassination files be released soon, too?
But seriously, glad to see so much work goes on behind the scenes to keep us little people happy, and I agree with 95% of the points that have been made. Only one I didn't see get an answer was Roswell. I've played it a couple times on the 30man server and thought it was pretty good. A little complex and takes some getting used to (which unfortunately might turn off some newer ppl), but seemed to provide good class balance.
I'm definitely psyched about Goldrush. And you know I'm a fan of RTV. Played on servers with RTV in my CS:S days and though some maps got played too much, there wasn't much room for complaint. Though I can't complain about the conditional map rotation, either. Sounds like a great solution, and better than basing it on time-of-day.
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