IC TF2 Server Map rotation
Preacher
Potomac, MD Icrontian
All,
Have had many requests to update/modify/change/spay/neuter the IC TF2 map rotation. Below is the current map cycle.
cp_gravelpit
cp_dustbowl
cp_granary
cp_well
ctf_2fort
tc_hydro
ctf_well
cp_badlands
pl_goldrush
cp_fastlane
ctf_turbine
pl_badwater
cp_steel
cp_egypt_final
cp_junction_final
plr_pipeline
pl_hoodoo_final
koth_sawmill
koth_nucleus
koth_viaduct
ctf_sawmill
cp_yukon_final
koth_harvest_final
ctf_doublecross
cp_gorge
cp_freight_final1
pl_upward
plr_hightower
pl_thundermountain
cp_coldfront
cp_mountainlab
I was thinking of the following maps as an updated mix of classic and new popular IC maps:
cp_manor_event
cp_gravelpit
pl_thundermountain
koth_harvest_final
cp_dustbowl
cp_coldfront
cp_well
plr_hightower
cp_badlands
pl_upward
pl_goldrush
cp_mountainlab
pl_badwater
cp_egypt_final
pl_hoodoo_final
koth_nucleus
ctf_doublecross
Looking for other recommendations as to remove or add maps.
Thanks,
Preacher
Have had many requests to update/modify/change/spay/neuter the IC TF2 map rotation. Below is the current map cycle.
cp_gravelpit
cp_dustbowl
cp_granary
cp_well
ctf_2fort
tc_hydro
ctf_well
cp_badlands
pl_goldrush
cp_fastlane
ctf_turbine
pl_badwater
cp_steel
cp_egypt_final
cp_junction_final
plr_pipeline
pl_hoodoo_final
koth_sawmill
koth_nucleus
koth_viaduct
ctf_sawmill
cp_yukon_final
koth_harvest_final
ctf_doublecross
cp_gorge
cp_freight_final1
pl_upward
plr_hightower
pl_thundermountain
cp_coldfront
cp_mountainlab
I was thinking of the following maps as an updated mix of classic and new popular IC maps:
cp_manor_event
cp_gravelpit
pl_thundermountain
koth_harvest_final
cp_dustbowl
cp_coldfront
cp_well
plr_hightower
cp_badlands
pl_upward
pl_goldrush
cp_mountainlab
pl_badwater
cp_egypt_final
pl_hoodoo_final
koth_nucleus
ctf_doublecross
Looking for other recommendations as to remove or add maps.
Thanks,
Preacher
0
Comments
cp_manor_event
cp_gravelpit
pl_thundermountain
koth_harvest_final
cp_dustbowl
cp_coldfront
cp_well
plr_hightower
cp_badlands
pl_upward
pl_goldrush
cp_mountainlab
pl_badwater
cp_egypt_final
pl_hoodoo_final
koth_nucleus
cp_gorge
ctf_doublecross
In general, I'm all for whatever brings the pubs.
These are all great maps that should be in rotation, especially Corporation.
cp_corporation_b3 - http://www.fpsbanana.com/maps/56057
cp_subway_final - http://www.fpsbanana.com/maps/129072
cp_castle4 - http://www.teamfortressmaps.com/mirrors.php?file=227
Also, I'd like to see Warpath at least available to play if enough people vote to have a battle that lasts for.....EVER.
cp_manor_event
cp_gravelpit
pl_thundermountain
koth_harvest_final
cp_dustbowl
cp_coldfront
cp_well
plr_hightower
cp_badlands
pl_upward
ctf_turbine
pl_goldrush
cp_mountainlab
pl_badwater
cp_egypt_final
pl_hoodoo_final
cp_warpath
koth_nucleus
cp_corporation_b3
cp_subway_final
cp_castle4
cp_gorge
I think this is a very good list.
Pig,
we, the 12 people on the server this afternoon, agreed to collectively put a password on the server, play the manor map, and while playing alternate the present that spawns. I posted in IRC if it was an issue as well as posted the password. All {ICs} that texted me were immediately given the password and joined and played along. It was only for a couple hours. As far as I know and I play ALOT/TOO MUCH, that is very rare. Not sure why that's an issue.
Now we have spiffy cvars like mp_winlimit and mp_maxrounds.
CTF - win limit 2 (best 2 of 3)
Push - win limit 3 (best 3 of 5)
KOTH - win limit 3 (best 3 of 5)
Attack/Defend - maxrounds 2 (1 round attacking, 1 round defending)
with appropriate time limits in case of a stalemate.
Keep in mind that you have to set all 3 variables in each map config, or the setting from the last map will roll over. For example, only setting the win limit in cp_well.cfg and the max rounds in cp_dustbowl.cfg, then playing them in that order, will result in cp_dustbowl having the max rounds from cp_dustbowl.cfg, but also the win limit from cp_well.cfg, because the win limit cvar didn't get changed with the new map.