IC TF2 Server Map rotation

PreacherPreacher Potomac, MD Icrontian
edited November 2010 in Team Fortress 2
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

Comments

  • colacola part legend, part devil... all man Balls deep Icrontian
    edited October 2010
    I'd add cp_gorge to the final list, bot other than that I think it looks beautiful :D
  • PreacherPreacher Potomac, MD Icrontian
    edited October 2010
    DONE.

    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
  • shwaipshwaip bluffin' with my muffin Icrontian
    edited October 2010
    I'd like ctf_well or ctf_turbine in there.
  • BobbyDigiBobbyDigi ? R U #Hats ! TX Icrontian
    edited October 2010
    Oh yes Turbine is good times.

    In general, I'm all for whatever brings the pubs.

    -Digi
  • CantiCanti =/= smalltime http://www.youtube.com/watch?v=y9K18CGEeiI&feature=related Icrontian
    edited October 2010
    I think Yukon and Junction can go die but that might just be me.

    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.
  • BobbyDigiBobbyDigi ? R U #Hats ! TX Icrontian
    edited October 2010
    I second Castle4. The other two look interesting, would like to try.

    -Digi
  • colacola part legend, part devil... all man Balls deep Icrontian
    edited October 2010
    I like castle and Turbine, but I've noticed we usually lose people on doublecross.
  • pigflipperpigflipper The Forgotten Coast Icrontian
    edited October 2010
    You lose people when you lock the server to farm items.
  • PreacherPreacher Potomac, MD Icrontian
    edited October 2010
    DONE and DONE. Great suggestions. Removed Double Cross and added Castle, Turbine, and the others Canti recommended.

    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.
  • ScratchScratch Florida, USA
    edited October 2010
    Could we also look at map configs? 45 minute time limits are so 2008.

    Now we have spiffy cvars like mp_winlimit and mp_maxrounds.
  • PreacherPreacher Potomac, MD Icrontian
    edited November 2010
    What would you recommend for mp_winlimit and mp_maxrounds, Beartato?
  • ScratchScratch Florida, USA
    edited November 2010
    Something like:
    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.
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