|
Post by FadedOasis on Aug 14, 2009 13:49:15 GMT -5
I've been noticing a lot of suggestions about map times, most of which I agree with. Below are a list of possible changes. Please post if you have any suggestions.Map | Before Aug 16 | Aug 16 and After | Every Arena map | 15 Minutes | 15 Minutes | cp_gravelpit | 2 Rounds | 4 Rounds | Other A/D CP Maps | 2 Rounds | 2 Rounds | Every Symm. CP Map | 20 Minutes | 20 Minutes? | Every CTF Map | 1 Round of 20 Minutes | 3 Rounds of 3 Captures? | Every KotH Map | 20 Minutes (I didn't set it yet) | 3 Rounds (about 10-30 minutes) | plr_pipeline | 2 Rounds of 3 Stages | 1 Round of 3 Stages | pl_hoodoo | 2 Rounds | Remove from Rotation | Other PL maps | 2 Rounds | 2 Rounds | tc_meridian_b5 | 30 Minutes | 25 Minutes |
Note: I can change individual map times, so suggest away! Note2: A/D CP maps are ones in which BLU is always attacking RED's points. Examples include Gravel Pit, Dustbowl, and Steel. Symm. CP maps are ones where both teams are attacking. These maps don't actually have to be symmetrical. Examples include Granary, Badlands, and Well.
|
|
|
Post by snakeeyes on Aug 14, 2009 14:25:53 GMT -5
No suggestions, just that I agree with the above changes.
|
|
|
Post by elacordeonachi on Aug 14, 2009 19:07:00 GMT -5
I'm not even sure if this is possible, but this suggestion is for the Capture The Flag maps. I love the idea of 3 rounds of 3 captures in addition to the time limit, but would it be possible for the server to team scramble (like Arena games) in between rounds? And for the exact same reason that Arena games do it (to mitigate any possible stacked teams).
|
|
|
Post by carbad on Aug 14, 2009 19:20:18 GMT -5
I'd leave arena the way it is with a shorter time limit, being as there are many arena maps in rotation and playing any one arena map for a long time can become tiring. maybe keep KotH to a similar time limit, i dunno lol.
for multi round or even just really long single round payload and A/D maps, maybe it would be wise to only do one round if it goes on too long. Goldrush and Dustbowl in particular can take ages if both teams make it to the third stage while attacking, easily over an hour if teams are fairly balanced.
I would personally err on the side of faster map turnover, to prevent fatigue.
|
|
|
Post by Billy, Angel of Wrath on Aug 14, 2009 19:39:51 GMT -5
15 is already long for arena, 20 sounds horrible. Everything else looks good.
|
|
|
Post by atenthirtyone on Aug 14, 2009 19:44:02 GMT -5
Is there a way to set a timer on ctf faded in addition to the 3 caps to win, faded?
|
|
|
Post by probie on Aug 14, 2009 19:46:27 GMT -5
Have to agree that 20 sounds way too long for Arena. Especially since there are so many Arena maps on the server.
Also don't necessarily agree with removing pl_hoodoo. I love me some payload maps and would hate to lose hoodoo.
Otherwise the other times look good.
|
|
|
Post by carbad on Aug 14, 2009 20:42:46 GMT -5
maybe a compromise for removing hoodoo could be researching some new pl maps to eventually add to rotation. I tried swiftwater the other day and it was pretty fun: www.fpsbanana.com/maps/85660
|
|
Whatsit
Global Moderator
Posts: 260
|
Post by Whatsit on Aug 14, 2009 21:50:14 GMT -5
I'll add my vote to leave arena at 15 minutes. As quixotic said, there are a lot of arena maps and two 20 minute arenas in a row is going to start dragging during the second one. Also a 'shorter of' 3x3 caps or 20 minutes would be good for ctf, if possible. Imagine 2 fort with just a 3x3 limit... Otherwise, looks good.
|
|
|
Post by FadedOasis on Aug 14, 2009 22:32:32 GMT -5
Everyone: "Arena 15min is fine." Hm, and I thought everyone wanted it longer. Oh well, back to 15 it is. El A: "...would it be possible for the server to team scramble ... in between rounds?" Great idea. I'll talk to sora about that, but I doubt it's possible. hyperbole: "for multi round or even just really long single round payload and A/D maps, maybe it would be wise to only do one round if it goes on too long. Goldrush and Dustbowl in particular can take ages if both teams make it to the third stage while attacking, easily over an hour if teams are fairly balanced." I'd love to shorten all three-stage maps to one round, but people will complain about not being able to attack. a1031: Is there a way to set a timer on ctf in addition to the 3 caps to win, faded? Probably, I'll play around with it a bit. Or maybe we could do 3 rounds of 7 minutes. probie: Also don't necessarily agree with removing pl_hoodoo. I love me some payload maps and would hate to lose hoodoo. It gets rtv'd away nearly every time it comes up. Hyperbole: maybe a compromise for removing hoodoo could be researching some new pl maps to eventually add to rotation. Wonderful idea. Suggest any maps you want in the SuggestionsOvertime board. whatsit: Imagine 2 fort with just a 3x3 limit I'm sorry, I've never heard of... 2fort? Wait, is that some custom map or something?
|
|
rhench
Global Moderator
Posts: 735
|
Post by rhench on Aug 15, 2009 1:55:24 GMT -5
I happen to love arena and would be fine with an increase to 30 mins per map, but when arena comes up, two more maps of arena usually follow, so I'll live without one if that is consensus.
I want CTF removed from the server myself. I'm probably a minority on that, but it's what I want, especially with the new critroll.
Similar to carbon's suggestion on Hoodoo, can we find a new tc map? People are inured to hating Hydro, but is there anything else out there? I don't really care for Meridian, I don't hate it, but I'm kind of eh about it.
|
|
|
Post by FadedOasis on Aug 15, 2009 2:08:50 GMT -5
I want CTF removed from the server myself. I'm probably a minority on that, but it's what I want, especially with the new critroll. I hear ya, I'm trying to make it a little more bearable by splitting it into tiny rounds. Got an idea from a map-maker: instead of going for most caps total, go for most rounds won. I dunno, we'll test it out, and hopefully it isn't horrendous. Similar to carbon's suggestion on Hoodoo, can we find a new tc map? People are inured to hating Hydro, but is there anything else out there? I don't really care for Meridian, I don't hate it, but I'm kind of eh about it. I'd love a new tc map, but I'm a bit too busy to search for maps. Again, if you have any suggestions at all, please post them in the suggestions board.
|
|
|
Post by pneuma08 on Aug 15, 2009 12:32:14 GMT -5
Personally, I would be in favor of longer arena times. Every time an arena map ends I think to myself, "Already?" Although you guys do make a good point in that they usually come in waves.
Please change pipeline to one round. No one ever changes the second round as everyone is sick of the map by then.
And I'd be willing to give ctf a fair shake. I haven't actually tried it since the update. Nevertheless, I support round-to-round scrambles and a time limit on ctf rounds as well.
|
|
|
Post by FadedOasis on Aug 15, 2009 18:45:26 GMT -5
I just remembered I wanted to boost Gravel Pit to four rounds. Everyone seems to love the map, but it goes away so fast.
|
|
|
Post by atenthirtyone on Aug 16, 2009 1:54:33 GMT -5
I just remembered I wanted to boost Gravel Pit to four rounds. Everyone seems to love the map, but it goes away so fast. ^ Do it.
|
|
rhench
Global Moderator
Posts: 735
|
Post by rhench on Aug 16, 2009 2:34:44 GMT -5
I just remembered I wanted to boost Gravel Pit to four rounds. Everyone seems to love the map, but it goes away so fast. Fine by me.
|
|
|
Post by FadedOasis on Aug 16, 2009 15:12:09 GMT -5
Okay, I'm going to make these changes. Server will be down for a short while, but nobody's playing on it now anyway.
|
|
phevnil
New Member
Telling my life story.
Posts: 297
|
Post by phevnil on Aug 17, 2009 14:21:13 GMT -5
I suggest two rounds of five caps for all ctf maps with a time limit of 15 minutes each round (is that do able?). Gives enough time for fun on a good map but leaves a back up when faced with a turtleing situation on a difficult map. Three round of three captures is ok but it can take long enough that the map feels stale and aggravating when the teams are evenly matched and it can fly by too fast when one team doesn’t have enough sentries/good players.
|
|
.: sora
Global Moderator
(Also, he has 3 balls.)
Posts: 225
|
Post by .: sora on Aug 17, 2009 16:09:19 GMT -5
I suggest two rounds of five caps for all ctf maps with a time limit of 15 minutes each round (is that do able?). Gives enough time for fun on a good map but leaves a back up when faced with a turtleing situation on a difficult map. To the best of my knowledge, although an interesting idea, you can't mix win conditions like that. Pretty sure it's either time or rounds. Faded, could you confirm? If the map is getting stale, people usually rtv it away. For the latter issue, !votescramble is back up and running. :] Not trying to be dismissive, but rather looking for alternatives if the other suggestion isn't technically possible.
|
|
|
Post by FadedOasis on Aug 17, 2009 16:26:18 GMT -5
/votescramble resets round count to zero. If you votescramble on the last round, you play three more. I can only set four variables for win conditions: Number of flag caps per round (1-999, or 0 for infinite) Number of points per map (Carryover from CS:S. Horrible way of doing anything.) Number of rounds per map (1-999, or 0 for no round limit) Time limit per map (1-999, or 0 for no time limit)
|
|
|
Post by brianblack on Aug 17, 2009 16:56:41 GMT -5
I'd vote for 2 rounds of ctf a piece. 3 seems to be a bit much if the rounds are oppressively long.
|
|
.: sora
Global Moderator
(Also, he has 3 balls.)
Posts: 225
|
Post by .: sora on Aug 17, 2009 18:53:53 GMT -5
I'd vote for 2 rounds of ctf a piece. 3 seems to be a bit much if the rounds are oppressively long. Seems like a fair limit. Much as I enjoy (good) CTF games, I agree that it can be a little draining after a couple rounds.
|
|
|
Post by pneuma08 on Aug 17, 2009 19:46:36 GMT -5
They changed hoodoo point 2 to be less sentry-campable.
|
|
rhench
Global Moderator
Posts: 735
|
Post by rhench on Aug 18, 2009 0:10:57 GMT -5
The whole map is still a spamfest.
|
|
|
Post by pneuma08 on Aug 18, 2009 1:31:24 GMT -5
Yeah...I agree it's still an "eh" map.
|
|
rhench
Global Moderator
Posts: 735
|
Post by rhench on Aug 26, 2009 23:57:24 GMT -5
I think Gravelpit is too long this way. I know I'm not wholly alone.
And can we make Meridian first to completely control the map? It's so long otherwise. Though lately it has been host to many a boxing match.
|
|
Number 9
New Member
^_________________^
Posts: 33
|
Post by Number 9 on Aug 27, 2009 0:45:09 GMT -5
I understand that most people don't enjoy playing Hoodoo, but I'd be saddened if it was removed here too. It didn't stand a chance on the Ars server when it was put to a vote.
Anyway, both of my regular stomping grounds not having one of my favorite maps will make me QQ.
|
|
|
Post by FadedOasis on Aug 27, 2009 0:56:05 GMT -5
In case you didn't catch my August 16th post, I'll say it again:
These changes have already been made. They were made more than ten days ago.
Now editing the top post to more clearly reflect this.
Rhench, I agree that it might be too long, but several people have commented that it's always too short on two rounds. Argh, I hate this shit.
|
|