custom map cycle

Anything dealing with the game Team Fortress 2 or the servers we host for it.
Post Reply
User avatar
joe
The Big Cheese
Posts: 32538
Joined: Sun Mar 03, 2002 2:40 am
Location: northern california
Contact:

custom map cycle

Post by joe » Wed Nov 07, 2007 7:14 pm

to request map changes (update, add, remove) please post here:
http://wiki.joe.to/index.php/Tf2_todo
  • cp_switchback_b4
    cp_dogblu_b3
    ctf_impact
    ctf_mach4
    ctf_convoy_v2
    cp_zigzag_b2
    gas_kaboom_beta2
    ctf_hallofdeath
    cp_warpath_final
    ctf_j2_jumpncap
    ctf_thegym
    CTF_Aesop_Beta1
    ctf_quarry_v2
    cp_pacman
    cp_crab_fixed
    ctf_ahopheus_b1
    cp_wolf
    ctf_2bridges_f2
    cp_spyder_v1.1
    ctf_hostile_b1
    ctf_basictraining_b6
    cp_not_iceworld_beta
    cp_struggle
    ctf_godwhathaveidone
    cp_4minfury_b2
    ctf_rocketcity_b2
    cp_bestinclass_v1c
    ctf_steamroll
    cp_floodzone2_final
    cp_rooftime_alpha1
    cp_quickcap
    cp_labor
    falling_cp
    ctf_turbine_v3
    koth_twisted_v3
    ctf_2fort_classic_v1
    cp_junction
    ctf_faceoff_beta01
    cp_castle3
    ctf_dirtwork_b4
    cp_skywalk_beta3
    ctf_420_arena_v1
    ctf_crossunder
here is the list of ALL maps currently on the server:
2fortsniper_tf2.bsp broken timelimit
cp_2tower.bsp
cp_420_crazed__arena_v2.bsp
cp_420_Orange_Madness_v1.bsp
cp_420_water_arena_v3.bsp
cp_ahoballs_b1.bsp
cp_ahoballs_b2.bsp
cp_ahohouse2_ext_b1.bsp
cp_arenaball.bsp
cp_beach_b6.bsp
cp_bighalls_b1.bsp
cp_blackhole.bsp
cp_box_killer_v1.bsp
cp_camp crossover_v2.bsp
cp_camp_ahoraltar_b1.bsp
cp_canyon.bsp
cp_castle.bsp
cp_castle2.bsp
cp_castle3.bsp
cp_circletown_b1.bsp
cp_construction_site_b2.bsp
cp_crazedacre.bsp
cp_demise.bsp
cp_demoman.bsp
cp_destructoid_b1.bsp
cp_dustbowl.bsp
cp_dustbowl.bsp instant respawn
cp_floodway_b2.bsp
cp_floodzone2_final.bsp
cp_floodzone2_v6.bsp
cp_foldtown_v1.bsp
cp_granary.bsp
cp_grand_canyon_b3.bsp
cp_gravelpit.bsp
cp_gulchb1.bsp
cp_iceworld_beta_v2.bsp
cp_industry.bsp
cp_jailbreak_b1.bsp
cp_jump_b1.bsp
cp_jump_b2.bsp
cp_junction.bsp
cp_labor.bsp
cp_labor_beta.bsp
cp_lazytown.bsp
cp_lolert.bsp
cp_meleebarn.bsp
cp_meleebarn_b4.bsp
cp_meleebarn_rc1.bsp
cp_mongoose_b2.bsp
cp_mountcoaster_v1.bsp
cp_mountcoaster_v2.bsp
cp_mq_zig_b1.bsp
cp_nuke_beta1l.bsp
cp_overflow_b4.bsp
cp_pirateship_v1.bsp
cp_quickcap.bsp
cp_quickcap_b1.bsp
cp_rooftime_alpha1.bsp
cp_science_b1.bsp
cp_shock.bsp
cp_shock_b2.bsp
cp_skyscraper.bsp
cp_skyscraper2.bsp
cp_skyscraper2_fixed.bsp
cp_skyscraper3.bsp
cp_skywalk_beta2.bsp
cp_skywalk_beta3.bsp
Cp_slide.bsp sucks dont use
cp_snowbridge_thallus.bsp
cp_speedbox.bsp
cp_spyder.bsp
cp_spyder_v1.1.bsp
cp_spyhard_B2Y.bsp
cp_struggle_b2.bsp
cp_struggle_b3.bsp
cp_struggle_b4.bsp
cp_substation_lts_b1.bsp
cp_teleport.bsp
cp_towers_B1.bsp
cp_toy_fort_beta2.bsp
cp_trainyard_b2.bsp
cp_u_turn_b1.bsp
cp_volcano.bsp
cp_warpath.bsp
cp_warpath_iam_b7.bsp
cp_well.bsp
cp_wolf.bsp
cp_zigzag_b1.bsp
cp_zigzag_b2.bsp
ctf_2bridges_b2.bsp
ctf_2bridges_f2.bsp
ctf_2bridges_final.bsp
ctf_2fort.bsp
ctf_2fort_classic_v1.bsp
ctf_2sides_v2.bsp
ctf_420_arena_v1.bsp
ctf_420_X-Games_v1.bsp
ctf_aftermath_b2.bsp
ctf_ahopheus_b1.bsp
ctf_ahoq1dm6_b1.bsp
ctf_bases.bsp
ctf_battle_creek.bsp
CTF_Bunkercanyon_v4.bsp
ctf_crossunder.bsp
ctf_crossup.bsp
ctf_devilscanyon.bsp
ctf_dirtwork_b1.bsp
ctf_dirtwork_b3.bsp
ctf_dirtwork_b4.bsp
ctf_epicenter2_b2.bsp
ctf_faceoff_beta01.bsp
ctf_face_beta41.bsp
ctf_fission.bsp
ctf_floodzone2_v1.bsp
ctf_forestlaw_v4.bsp
ctf_hallofdeath.bsp
ctf_hallofdeath_b3.bsp
ctf_hostile_b1.bsp
ctf_hwguyz_b3.bsp
ctf_impact_b1.bsp
ctf_j2_jumpncap.bsp
ctf_j2_jumpncap_a1.bsp
ctf_lulz.bsp
ctf_lulz_v2.bsp
ctf_mach2.bsp
ctf_marble_alpha.bsp
ctf_mckinley_resurrection_v090.bsp
ctf_openfire.bsp
ctf_ouch_final.bsp
ctf_powerhouse_beta.bsp this map sucks
ctf_quarry.bsp
ctf_quarry_v2.bsp
ctf_ramped_final.bsp
ctf_rugby_b14.bsp
ctf_runway_b1.bsp
ctf_scorpion_b3.bsp
ctf_sf_fieldtrip_b2.bsp
ctf_sf_fieldtrip_b3.bsp
ctf_sf_fieldtrip_b3b.bsp
ctf_skyrise_b1.bsp
ctf_skyscraper.bsp
ctf_smooth_beta.bsp
ctf_snofort_final.bsp
ctf_splat!_b2.bsp
ctf_splat_b3.bsp
ctf_strife_b1.bsp
ctf_stronghold_b5.bsp
ctf_subterranean.bsp
ctf_tempus.bsp
ctf_thefort.bsp
ctf_thegym.bsp
ctf_thegym_b1.bsp
ctf_thegym_b3.bsp
ctf_thegym_b4.bsp
ctf_thegym_b3.bsp map crashes clients
ctf_trainingday_B50.bsp
ctf_turbine_v3.bsp
ctf_valley.bsp
ctf_wall_b1.bsp
ctf_[-q-]base_v1.bsp
dm_fightyard_beta1.bsp
dm_hans.bsp
dm_store.bsp
duel_arena_v3.2.bsp
duel_duel2.bsp
factory.bsp this map sucks
falling_cp.bsp
gas_kaboom.bsp
gas_kaboom_beta2.bsp
its_mine_v1.bsp
j2_restart.bsp
jump_cellshaded_b2.bsp broken no cap point
jump_darkness_v1a.bsp
jump_farm.bsp
jump_leet_v1.bsp
koth_twisted_v3.bsp
melee_ringking.bsp
murderball_2t_rc1.bsp
ohno_not_falling.bsp
pu_jinxed_b2.bsp
rc_overwatch.bsp
savage_beta03.bsp
sd_sniperzridge.bsp
tc_hydro.bsp
tr_jump_v7.bsp
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
Christy
Posts: 110
Joined: Fri Sep 21, 2007 9:05 pm

Re: custom map cycle

Post by Christy » Wed Nov 07, 2007 10:02 pm

cp_circletown_b1 I think it was was too small and ended very quickly. Think that was the one in the circle with only one CP.

Oh and Hi! First post
User avatar
AMMO
Posts: 3217
Joined: Fri Apr 06, 2007 11:35 pm
Location: The Belafonte

Re: custom map cycle

Post by AMMO » Wed Nov 07, 2007 10:07 pm

Welcome. :D
User avatar
joe
The Big Cheese
Posts: 32538
Joined: Sun Mar 03, 2002 2:40 am
Location: northern california
Contact:

Re: custom map cycle

Post by joe » Wed Nov 07, 2007 10:51 pm

circletown is for starting the server, so it's fun with only a few people, and it's what i use to switch maps when the map has no time limit
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
User avatar
Cc_Hairy
Posts: 12204
Joined: Sun May 18, 2003 8:50 pm
Contact:

Re: custom map cycle

Post by Cc_Hairy » Thu Nov 08, 2007 12:54 am

this rotation is awesome!!!!!!!!!!!!
bin laden wrote:I still think bush is the one that did all the shit
http://activistnews.blogspot.com/
User avatar
joe
The Big Cheese
Posts: 32538
Joined: Sun Mar 03, 2002 2:40 am
Location: northern california
Contact:

Re: custom map cycle

Post by joe » Thu Nov 08, 2007 2:12 am

i did it all for you hairy
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
User avatar
Avvatar
Veni. Legi. Docuit, inportuna.
Posts: 10183
Joined: Fri Feb 21, 2003 3:58 am
Location: San Jose

Re: custom map cycle

Post by Avvatar » Thu Nov 08, 2007 6:37 pm

Circletown is pretty terrible. cp_wolf is a small fun map that you can use to start the server.
Image
User avatar
joe
The Big Cheese
Posts: 32538
Joined: Sun Mar 03, 2002 2:40 am
Location: northern california
Contact:

Re: custom map cycle

Post by joe » Thu Nov 08, 2007 7:22 pm

wolf sucks with 1 vs 1
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
User avatar
Avvatar
Veni. Legi. Docuit, inportuna.
Posts: 10183
Joined: Fri Feb 21, 2003 3:58 am
Location: San Jose

Re: custom map cycle

Post by Avvatar » Fri Nov 09, 2007 12:24 am

Ha. Hahahaha. Anything sucks with 1v1. Thats not a reason to run a shitty "MY_FIRST_BOX" map.
Image
User avatar
NIPPER
Posts: 10684
Joined: Tue Mar 19, 2002 9:49 pm
Contact:

Re: custom map cycle

Post by NIPPER » Fri Nov 09, 2007 12:56 am

Avvatar wrote:Ha. Hahahaha. Anything sucks with 1v1. Thats not a reason to run a shitty "MY_FIRST_BOX" map.
Except for the ones I'm making right?
User avatar
joe
The Big Cheese
Posts: 32538
Joined: Sun Mar 03, 2002 2:40 am
Location: northern california
Contact:

Re: custom map cycle

Post by joe » Fri Nov 09, 2007 4:49 am

sorry avvatar, you don't know about running a server.

if you start an empty server on castle or some other normal map, 1 person will join, and leave, and 1 person will join, and leave, on and on, and the server stays empty forever.

if however you start it on a simple tiny map like iceworld or circletown or rooftime, they will look around and say, hey this is a tiny map! as soon as 1 more person gets here i can fight them! so they stick around, and server gets full. that's just how it works.

another benefit of starting a custom map server on a tiny map is, when the server is empty, no one wants a long ass download before they can sit on the empty server. so a very fast download is best for the first map.

if you remember the old days, on my classic cs server that everyone loved, i actually had a cs map that was like, 60k in size? or smaller. it was just a room like de_serverstart. this gave me 3 benefits:
a) first players stuck around (as mentioned)
b) first players had super fast download (as mentioned)
c) because the map was NOT in the mapcycle but only came up when the server started, i could look at the stats and see how many times the server restarted (crashed) in any time period. very useful.

in summary, suck an egg.

also, 420 arena is a small but good map. people seem to like it a lot (i do too)
and i like mach2, but it really makes me miss Q3F :(
cp_demise is too big
cp_warpath_iam_b7 is MUCH too big
battle_creek is butt ugly

so here's the current maps (each list in order from best to worst)

medium sized, good maps
  • ctf_mach2
    ctf_turbine_v3
    ctf_stronghold_b5
small good maps
  • ctf_420_arena_v1
    gas_kaboom
    cp_zigzag_b1
small gimmick maps (not as good but playable)
  • cp_rooftime_alpha1
    ctf_420_X-Games_v1
    cp_circletown_b1
large good maps
  • cp_castle
    cp_floodzone2_v6
    cp_wolf
large ok maps (playable but not great)
  • cp_labor_beta
    cp_crazedacre
so in order to mix these up a bit, and put the startup map last, we end up with:
  • ctf_mach2
    cp_castle
    ctf_420_arena_v1
    cp_labor_beta
    ctf_turbine_v3
    gas_kaboom
    cp_floodzone2_v6
    ctf_stronghold_b5
    cp_wolf
    cp_zigzag_b1
    ctf_420_X-Games_v1
    cp_crazedacre
    cp_circletown_b1
    cp_rooftime_alpha1
hopefully in time we will have a decent map vote system or at least a randomizer, because statistically the number a map gets played goes down about 10% per map as you go through the cycle, so that with a mapcycle more than 20 maps long on an average uptime server the last map in the mapcycle almost never gets played.
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
TheNewt
Robotic Amphibian
Posts: 1079
Joined: Sat Nov 03, 2007 12:18 pm
Location: Berkeley, CA
Contact:

Re: custom map cycle

Post by TheNewt » Sat Nov 10, 2007 4:50 pm

Thats a great server cycle, joe. *thumbs up*
Image
Robots & Game development
http://www.codenewt.com
User avatar
A Ninja
Professional Fun Killer
<i>Professional Fun Killer</i>
Posts: 3847
Joined: Thu Jun 21, 2007 12:36 am
Location: Davis, CA

Re: custom map cycle

Post by A Ninja » Sun Nov 11, 2007 5:56 pm

On cp_labor_beta, there's sometimes a spawning problem, and everyone on the team spawns in each other, needless to say, massive tking follows.
Neelpos wrote:but he's A Ninja, he's one of the best fucking snipers on the server, if your evidence doesn't line up prepare to be ridiculed by your inability to differentiate hackers from really fucking good players.
User avatar
joe
The Big Cheese
Posts: 32538
Joined: Sun Mar 03, 2002 2:40 am
Location: northern california
Contact:

Re: custom map cycle

Post by joe » Sun Nov 11, 2007 8:11 pm

removed labor_beta, thanks for feedback
"To perceive is to suffer" - Aristotle
mbaxter appreciates the beef
ayeyah
Posts: 5046
Joined: Fri Mar 12, 2004 10:36 pm
Location: =)

Re: custom map cycle

Post by ayeyah » Mon Nov 12, 2007 2:48 am

=\
Aside from that spawning problem, labor was a pretty fun map. Maybe the next map release will fix it.
STEAM_0:0:2611885
Post Reply