Page 2 of 2 FirstFirst 12
Results 21 to 31 of 31

Thread: TF2 New Steam Server Scoring

  1. #21
    Has a beard now
    Join Date
    Nov 2008
    Posts
    2,159
    Cookies Given
    230
    Cookies Received
    732
    Blog Entries
    5
    I don't think that will work. The problem being that people join for stocks and then stick around for good customs (most of them).

    Because the maplab is almost always on a custom the most visitors we get are acheivement grinders. (pissy since when I join they all leave). HlstatsX - ugliest plugin ever. I find it just spams everything.

    What about if we make it less of pure customs, and more of a normal teamplayerish server but with the bonus that the rotation isn't really fixed. If anyone wants to try a map they are welcome to if they think the server will stay full.

    Also we usually need regs to join on a server before it properly fills up. We either join one or the other so that's why it stays empty apart from certain times - IE the teamplay crashes and none of us are around to reboot it.

    You can try the reserved slots on the maplab - but filling it would be a more needed thing first

  2. #22
    Windows Only MacNetron's Avatar
    Join Date
    Dec 2008
    Posts
    6,539
    Cookies Given
    4,444
    Cookies Received
    4,017
    Blog Entries
    2
    This is getting a bit off topic but:
    Why not rename the Map Lab first to get more consistency with the server names?

    now:
    Playstuff TF2 Teamplay
    The Map Lab | playportal.net | tf2maps.net

    suggestion:
    Playstuff TF2 Teamplay
    Playstuff TF2 The Map Lab | playportal.net | tf2maps.net

    or:

    Playstuff TF2 #1 Teamplay
    Playstuff TF2 #2 The Map Lab | playportal.net | tf2maps.net

    this might be too much:
    Playstuff TF2 Teamplay #1
    Playstuff TF2 Teamplay #2 The Map Lab | playportal.net | tf2maps.net

    Basically fill the map lab rotation with 3 stock maps which fills quite easy (for instance dustbowl, goldrush and badwater) combined with the custom maps.
    The Teamplay server and the Map Lab can be each other opposites on stock/custom maps ratio.

  3. #23
    ლ(ಠ益ಠლ) Logan's Avatar
    Join Date
    Nov 2008
    Posts
    6,351
    Cookies Given
    4,727
    Cookies Received
    3,341
    Blog Entries
    15
    sounds a plan mac. choose what you consider best and change em

    the point about instant respawn on the map lab - and other popular things - and even maybe increasing it's slots, is that it is low ping, and stands a chance of filling more on it's own, without us regs having to abandon the teamplay server. i'm inclined to say we HAVE to leave stocks off - and have conviction in making it feel truely like THE server for the latest map releases?

    Personally, the Teamplay server does it for me - it ticks all my boxes, so unless there are people on the map lab, for testing etc, I would seldom join. However, were it running a different style of config - more like a DM server, for eg, then I may join for an hour, or pop on occassionally, for a change - just as with CSS we often fancy gungame....we need a tf2 equiv.....a break from teamplay and into mayhem.....with the added bonus of testing new maps - if they are great, we can put them on the teamplay rotation....but we dont find out unless we attract traffic that ISNT reg based (initially) - custom map players are not the same 'market' as teamplay players - not the real enthusiasts anyway (i'm not saying they dont like teamplay, but they seek good customs first off).

    thoughts.....

  4. #24
    Windows Only MacNetron's Avatar
    Join Date
    Dec 2008
    Posts
    6,539
    Cookies Given
    4,444
    Cookies Received
    4,017
    Blog Entries
    2
    Playstuff TF2 Teamplay
    Playstuff TF2 The Map Lab | playportal.net | tf2maps.net

    Only changed The Maplab, as that is the box I've access to.

    Although I personally think (beta testing) playing customs and instant respawn is a strange combination, why not just do it? Sometimes, we just talk too much
    I like the idea to make a little bit different TF2 game. The fact that we try nexiuz and quakelive tells me we sometimes need a bit of mayhem

    I'll do some websurfing to see how to make it instant respawn...

  5. #25
    ლ(ಠ益ಠლ) Logan's Avatar
    Join Date
    Nov 2008
    Posts
    6,351
    Cookies Given
    4,727
    Cookies Received
    3,341
    Blog Entries
    15
    its an imperfect way to play a map - but as a way of showing it to friends and getting a flavour of design issues, it serves well - b ut only if it ensures a more populated server from randoms..... After all, once a map has got over these initial hurdels, it's quite welcome on the teamplay server for propper testing

  6. #26
    Badministrator grom's Avatar
    Join Date
    Nov 2008
    Posts
    4,256
    Cookies Given
    2,297
    Cookies Received
    4,806
    I have no issue with instant respawn on the maplab - if it's a new map to people then they don't want to spend their time drumming their fingers waiting to play - they're more likely to die quickly as they don't know their way around and this is also why there is less teamplay on the maplab - it's hard to coordinate an attack if you don't know where to go!

    BUT it doesn't give a good idea of a new map's balance with instant respawn turned on and I'd be a bit worried that you wouldn't be able to attack the final point of a map if the defenders are constantly respawning right next to the control point.
    ---
    (aka JennyCide.ps)
    putting the Rage in Average
    gromblog (inactive at present)
    Twitter

  7. #27
    ლ(ಠ益ಠლ) Logan's Avatar
    Join Date
    Nov 2008
    Posts
    6,351
    Cookies Given
    4,727
    Cookies Received
    3,341
    Blog Entries
    15
    I agree. So, when we want to test, there is a command to switch instant respawn off - Mac's set it up, hopefully he can remind us what it is (something like sv_respawn_wave 0??).....or Jim/Arma could hax the admin menu and add it?

  8. #28
    Now even more spooky!
    Spam Prince Vegeta
    awesome-o's Avatar
    Join Date
    Nov 2008
    Posts
    4,117
    Cookies Given
    2,501
    Cookies Received
    1,711
    sv_respawnwavetime

    or you could set it at 3, faster respawn but still around ~5ish seconds

  9. #29
    ლ(ಠ益ಠლ) Logan's Avatar
    Join Date
    Nov 2008
    Posts
    6,351
    Cookies Given
    4,727
    Cookies Received
    3,341
    Blog Entries
    15
    It's all set up now. Thanks to Mac.

  10. #30
    Playstuff Member .ps
    Join Date
    Mar 2009
    Posts
    18
    Cookies Given
    0
    Cookies Received
    1
    Ive been reading about this a bit, sounds intresting, but is this still all about the server scoring? just wondering, and also attackers can cap a point if the spawn camp. But then people would probably rage quit, and the server would lose points and we would all die so, if you will exuse me, i think i just failed myself

  11. #31
    Administrator jim's Avatar
    Join Date
    Nov 2008
    Posts
    2,664
    Cookies Given
    337
    Cookies Received
    2,712
    things like that would have a negative impact but nothing compared to what it's being used to filter, all the awful servers that have fake players etc, people join and see that it was fake then leave again instantly, giving the server a bad score.

Page 2 of 2 FirstFirst 12

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •