The Elders' House of Pain
Server Forum => Team Fortress 2 Pub (72.5.152.147) => Topic started by: Video_Master on June 30, 2008, 02:08:15 PM
-
As the division leader for TF2, it is my duty to ask about suggestions for the server. We are open to almost anything that may improve performance or add to our members and guests enjoyment - so please feel free to speak your mind.
Also any issues within the server be it a problem with other players or anything else should be directed to Video Master, Hitman Smurf or Crazydog via private message. If for some reason all three of us are unavailable or do not reply promptly within 24 hours please feel free to contact Widomaker.
We care about our members as well as guests and without you we would be alone in an empty server - We welcome you to join our vent server and talk directly with us. Half the fun are the conversations and friendly "trash talk" amongst the regs that you wont get in the in game chat cause you can only hear the team you are on, and a good number of friendships have been made this way.
So please help us help make TF2 a more enjoyable and fun, but yet competitive enviornment!
Thanks,
VM
-
This plugin seems like it could be worth a look at. May help populate the server during non peak hours and keep em full longer. Idk, just a suggestion.
http://forums.alliedmods.net/showthread.php?p=599464
-
very interesting pluggin. I will check into it.
-
I'm available most of the day and am almost always in the servers, evenings, so if anyone needs anything or has a question you are free to contact me over Steam or in Vent.
-
Here's some general plugins I think we should put on the server:
http://forums.alliedmods.net/showthread.php?t=70417 - High Ping Kicker, so we don't have to do it manually anymore. "It takes the players cmdrate and the servers tickrate into account when doing this. It also includes a 30 second grace period for players who are connecting / logging in."
http://forums.alliedmods.net/showthread.php?t=69593 - Map rating, so we can see if people actually like the custom maps we have on the server
http://forums.alliedmods.net/showthread.php?t=58314 - HLstatsX plugin, shows all the hlstats info via chat, has its own menu
http://forums.alliedmods.net/showthread.php?t=72075 - Lets certain admins listen to the other team's voicechat, or speak to the entire server without having to change alltalk. Good for global announcements or just to listen to hear if someone on the other team is voicespamming (instead of trying to switch teams)
-
What would we want for our high ping kicker?
Map rating would be cool to have so I will look into that one.
The stats information starts to take alot out of the server as we saw with out Gun Game server so we will skip that one.
as for the voice thing it seems pretty cool so I will look into that one.
-
Well, we normally kick people with abnormally high pings, so this will just do it automatically.
*Sorry, I misunderstood your post. 200ms is fine.
-
What would we want for our high ping kicker?
Map rating would be cool to have so I will look into that one.
The stats information starts to take alot out of the server as we saw with out Gun Game server so we will skip that one.
as for the voice thing it seems pretty cool so I will look into that one.
1) 200 ms
2) Good way to set the map rotation
3) We can already see our stats in the side panel anyway with the HlstatsX in game commands right?
4) Definitely a good idea
-
Here's a couple more
http://forums.alliedmods.net/showthread.php?p=599464 - Dynamic map rotation. The map rotation changes based on # of players, etc. A little complicated to set up, though.
With Dynamic Map Rotations, you can skip maps based on the number of players on the server or the time of day, and it's easy to add more conditions.
http://forums.alliedmods.net/showthread.php?p=518835 - AFK kicker
-
http://forums.alliedmods.net/showthread.php?p=518835 - AFK kicker
Can we get this to move people to spec and then kick them after a said amount of time?
-
That's the second variable in the config for that plugin, so yes. :D
-
Here's a couple more
http://forums.alliedmods.net/showthread.php?p=518835 - AFK kicker
Figure out what we would want all the values set at and send them to me in a PM. As soon as I have that info we will test teh AFK Kicker out on the server.
-VM
-
I have added the High Ping Kicker and the Admin Sentinal chat Listener to the server to test out. Let me know what you think of them.
-VM
-
High ping kicker did it's job today.
-
What do you think of this pluggin for admins who have the slay ability?
This is called Uber Slap.
It slaps the target (with lightning effects) very quickly repeating for 1 HP until the player dies.
http://forums.alliedmods.net/showthread.php?t=58660
-
Slays are a good way to send a message before a kick/ban.
-
OMGZ
http://forums.alliedmods.net/showthread.php?t=73582
Can't believe I didn't see that before. It's a hunted mod (Protect the VIP) for TF2
We HAVE to get this and try it out.
Also, why not put this on. :P
http://www.fpsbanana.com/maps/38943
-
Hmmm...I don't like that hunted mod...looks kinda boring. Especially for the engie.
-
Hmmm...I don't like that hunted mod...looks kinda boring. Especially for the engie.
Hunted would be cool if instead of Engie the VIP was a Spy so the other team would never be fully sure who it is, OR if VIP was a scout so (s)he had the ability to dodge fire easier -- that would keep the VIP engaged I think...not sure if this is stuff we can change easily or requires major code edits...
-
Having the VIP choose thier class wouldn't be so bad at all. They could be a slow heavy with lots of HP, or the quick scout, or whatever. Personally I would LOVE to be a medic as a VIP. Fairly fast AND regen health. The classes that would be totally terrible would be the NG, Sniper, and the Demo.
-
I'm reposting one plugin and adding another :P
http://forums.alliedmods.net/showthread.php?t=59539 - AFK Manager...we've autmated kicking high ping'd people, so why not this?
http://forums.alliedmods.net/showthread.php?t=74392 - Admin ESP spectate. This is like the auto observe plugin on Mani, but it also includes a UI that resembles an ESP hack, so you can easily see if someone is ESP/wall hacking. This won't get anyone VAC banned, and only works when you are dead (or it kills you if you try to observe someone while you are alive)
-
http://forums.alliedmods.net/showthread.php?t=74392 - Admin ESP spectate. This is like the auto observe plugin on Mani, but it also includes a UI that resembles an ESP hack, so you can easily see if someone is ESP/wall hacking. This won't get anyone VAC banned, and only works when you are dead (or it kills you if you try to observe someone while you are alive)
I like this one. I miss having the auto observe, and having the other stuff would be good to have for demos too.
-
Can we add a little blurb that pops up every few mins showing other TE servers and addresses? May help drive some traffic to DOD sever as well as others...
-
We do have this running on the server.
-
We do have this running on the server.
Yeah, but the info is outdated. Last time I saw TF2 part deux advertised which we no longer have.
-
We do have this running on the server.
wow: I don't remember it at all -- getting senile I guess, or must mean I am conentrating real hard on the killing part :lol:
-
Here's a good plugin
http://forums.alliedmods.net/showthread.php?p=660327
It saves your score on the current map, so if you get disconnected or something, you can rejoin, and your score will still be there.
Also, here's a nifty vote-scramble plugin
http://forums.alliedmods.net/showthread.php?p=657631
It will remove the need for manual votes and manual scrambles, but it doesn't reset the map timelimit.
-
Gore Mod (http://forums.alliedmods.net/showthread.php?p=666087)
Whaddya think? :P
(http://img.photobucket.com/albums/v302/pinkfairie/goremod.gif)
-
interesting...
-
Gore Mod (http://forums.alliedmods.net/showthread.php?p=666087)
Whaddya think? :P
(http://img.photobucket.com/albums/v302/pinkfairie/goremod.gif)
Great mod....for sociopaths :-P
-
Here's another map:
pl_happycow_z3
I was playing on it tonight, it looks pretty good. It's called happycow because you're pushing a cow instead of a bomb. (But the cow is still a bomb).
DL here: http://files.filefront.com/pl+happycow+z3zip/;11463074;/fileinfo.html
-
Good plugin:
http://forums.alliedmods.net/showthread.php?p=672298
Lets us have the server name be like this:
The Elders | Team Fortress 2 | HLstatsX Nextmap: pl_goldrush
or
The Elders | Team Fortress 2 | HLstatsX Timeleft: 3:56
or
The Elders | Team Fortress 2 | HLstatsX Nextmap: pl_goldrush Timeleft: 3:56
-
Here's a new plugin that lets us force people to join our vent server/channel
I think we could find some good uses for this. :P
http://forums.alliedmods.net/showthread.php?p=676034
-
Here's a new plugin that lets us force people to join our vent server/channel
I think we could find some good uses for this. :P
http://forums.alliedmods.net/showthread.php?p=676034
This is awesome! allows people to join into our vent with a simple command and forces our members to get their asses in vent LOL
-
I don't know if this just connects to the channel, or opens Vent too, so we'll have to test it out
-
Two more, including one video showed me (isn't sourcemod awesome. :P)
http://forums.alliedmods.net/showthread.php?p=678130 - Shows EVERYONE the next map when the current map ends
http://forums.alliedmods.net/showthread.php?p=673852 - 12v12 arena
-
Important to have the 12v12 arena because we often get into arena matches with a full server and only 16 ppl get to play
On a somewhat related note, whenever we switch to arena maps, the 1st round is always 4v4 because it takes some folks a few extra secs to enter - perhaps we should build in a slight delay before starting first match so that half the players aren't sitting around...
-
AFAIK, there isn't a way to extend the waiting for players, but there is a way to turn it off
What about setting the maxplayers to 16 for arena maps?
-
We will be on the new server by Thursday this week. Once we are on the new server the 12v12 pluggin will be put in place.
-
mmmm good
-
Another new plugin: http://forums.alliedmods.net/showthread.php?p=683287
Lets admins give health/ammo/metal/ubercharge.
Good for achievements. :P
-
Another new plugin: http://forums.alliedmods.net/showthread.php?p=683287
Lets admins give health/ammo/metal/ubercharge.
Good for achievements. :P
After reading it, I am going to say no to this mod as anyone can run it, not just admins.
-
Even if this was an admin only thing, I'd have to say no. Things like this would unbalance the game and just piss people off.
-
The plugin can be changed so that only certain admins can use it, so we wouldn't have to worry about abuse.
-
Another new plugin: http://forums.alliedmods.net/showthread.php?p=683287
Lets admins give health/ammo/metal/ubercharge.
Good for achievements. :P
Sounds like a hack to me...maybe for the private for achievements.
-
Team balancer! With admin immunity!
http://forums.alliedmods.net/showthread.php?p=684590
-
Installed and running.
-
We should strongly consider taking out FASTLANE. Over the last week or two has been emptying out or at least really frustrating a bunch of regulars because easy for games to get one-sided. Another option is for either Earl or I (late night TF2 crew) to get map changing admin rights, all in the interest of serving the community, of course :-D
I tried the "scramble teams" options a couple of times but unfortunately not much success w/ making people (and me) happy...
-
I think we should just set mp_winlimit 3 to fastlane. That way, if either team gets 3 wins, the map will change.
-
I think on a bunch of maps like Turbine and Fastlane we should have win limits. I bet other maps should have them as well but can't take the time to think of them right now. Post up what you think about win limits for certain maps. We did a maximum of 2 wins on the Canalzone map which means once a second win happens on the map we are done with it. be it 2 wins for either team or 1 win each.
-
I think on a bunch of maps like Turbine and Fastlane we should have win limits. I bet other maps should have them as well but can't take the time to think of them right now. Post up what you think about win limits for certain maps.
I'll take this as a "to do" and get back to you guys in the next day or so
-
Awesome Luggage!
-
For all symmetrical cp_ maps and ctf maps, I think a winlimit of 3 is fine.
-
Updated suggestion for all maps on our current rotation:
pl_badwater mp_maxrounds 6 goal: 1 time each color
Arena_granary mp_maxrounds 3 goal: 3 times total
Cp_gravelpit mp_maxrounds 2 goal: 1 time each color
Pl_dustbowl_b4 mp_maxrounds 2 goal: 1 time each color
Ctf_2fort mp_maxrounds 3 and mp_timelimit 25 goal: 3 times total or on round end if game time is >25mins
Cp_labor mp_maxrounds 2 goal: 2 max
Arena_badlands mp_maxrounds 4 goal: 4 times total
Cp_fastlane mp_maxrounds 2 and mp_timelimit 15 goal: 2 times total or on round end if game time is >15mins
Cp_steel mp_maxrounds 2 goal: 1 time each color
Tc_hydro mp_maxrounds 6 goal: 1 full rotation for each color
Dom_canalzone mp_maxrounds 1 goal: 1 time
Arena_lumberyard mp_maxrounds 4 goal: 4 times total
Cp_dustbowl mp_maxrounds 2 goal: 1 time each color
Ctf_turbine mp_maxrounds 2 and mp_timelimit 15 goal: 2 times total or on round end if game time is >15mins
Arena_ravine mp_maxrounds 4 goal: 4 times
Pl_goldrush mp_maxrounds 6 goal: 1 full rotation for each color
Ctf_well mp_maxrounds 2 and mp_timelimit 15 goal: 2 times total or on round end if game time is >15mins
Arena_well mp_maxrounds 3 goal: 3 times
Cp_jailbreak_b3 mp_maxrounds 2 goal: 1 time each color
Arena_mach2 mp_maxrounds 3 goal: 3 times
I have only added time limits to the less popular maps to make sure that if games become one-sided then map switches fast. On other maps, I suggest we just keep the timelimit we have currently.
-
I have edited my previous post to include server commands so this should work now
-
Thanks Luggage, I will check it out today.
-
ok, here is what I came up with from the suggestions that Luggage put forth. I did change some of them around especially for the arena maps.
I think I have the commands correct for this to work, so someone like Crazy who is way into testing this stuff should let me know if this works or not for each map.
Thanks,
VM
This is for the maps in our Dynamic Map Rotation.
Arena Maps: max time 8 minutes – teams scrambled after 2 wins in a row
mp_timelimit 8
tf_arena_max_streak 2
Badlands, Lumberyard, Ravine, Well, Granary, Mach2
Payload Maps: 1 full rotation for each color to go thru map – map time to 60 minutes
mp_timelimit 60
Dustbowl_b4, Goldrush, - mp_maxrounds 6
Badwater – mp_maxrounds 2
Capture Point 1 Way Maps: 1 full rotation for each color – map time to 60 minutes
mp_timelimit 60
mp_maxrounds 2
Gravelpit, Steel, Dustbowl. Jailbreak
Capture Point 2 Way Maps: 2 full wins for either color – map time to 60 minutes
mp_timelimit 60
mp_winlimit 2
Labor, Fastlane
Total Control Maps: allow for up to 3 “Candy Mountain” maps – map time to 60 minutes
mp_timelimit 60
mp_winlimit 2
Hydro
Dom_Canalzone – 1 Full Round – map time to 60 minutes
mp_timelimit 60
mp_maxrounds 1
Capture The Flag Maps – 2 Full wins for either color or map time of 20 minutes
mp_timelimit 20
mp_winlimit 2
mp_maxrounds 3
2Fort, Turbine, Well
-
Looks good...
Also, for the team balancer, we need to add these to the main config:
stb_uberlevel 0.7
(If a medic has 70% of an ubercharge, he will NOT be balanced while alive, if that ends up being needed)
stb_buddyrestriction 0
(Disables buddies (people that can't be switched to opposite teams)
Also, if you thought our DMR was confusing, look at this:
(http://tf2.2fort2furious.com/images/dmr.php)
-
Those suggestions look pretty good...seems with the changes we've already made the server has been staying full most of the time once it's populated. Still, we need to get it started as soon as we can and this takes at least 4 people.
-
The map configs have now been applied.
-
I'm throwing this out again:
http://forums.alliedmods.net/showthread.php?p=672298 - Dynamic hostname (Include timeleft and/or nextmap in the server name)
People might join more if they see something like "The Elders | Team Fortress 2 - Nextmap: pl_goldrush - Timeleft: 1:53" when it's on an arena map or something.
-
The map configs have now been applied.
Thanks! I suggest that we reduce maptime for CTF from 20mins to 15mins. 20 is just a bit too long for well and turbine, but I am being picky here...
I'm throwing this out again:
http://forums.alliedmods.net/showthread.php?p=672298 - Dynamic hostname (Include timeleft and/or nextmap in the server name)
People might join more if they see something like "The Elders | Team Fortress 2 - Nextmap: pl_goldrush - Timeleft: 1:53" when it's on an arena map or something.
Good idea.
-
I'm throwing this out again:
http://forums.alliedmods.net/showthread.php?p=672298 - Dynamic hostname (Include timeleft and/or nextmap in the server name)
People might join more if they see something like "The Elders | Team Fortress 2 - Nextmap: pl_goldrush - Timeleft: 1:53" when it's on an arena map or something.
I like this as well. Might help bring people to the server.
-
I added it, let me know what you think of it.
-
Doesn't seem to be working correctly:
I see "The Elders | Team Fortress 2 | HLstatsX | nextmap: ctf_wellleft:"
-
Couple of suggested changes:
1. For CTF maps, please change the auto-switch/auto-balance so that it doesn't switch the flag carrier. Happened to us last night :-o One easy way to do this is to just switch dead people.
2. For dustbowl_b4, we should change mp_maxrounds to "2" from "6" since map only has 1 leg
Thanks!
-
1) Updated version of the auto balancer won't kill alive people anymore
2) Video will have to do that, but yeah, it should be 2
-
ok, so I tried the 24x7 arena 12v12 and that has not gone over too well. I have been in there trying to populate it when I can but people usually do not join. They must just not like Arena that much.
So I am thinking of other ideas for the second TF2 server like the following.
1. 24x7 2Fort with lower gravity, instant respawn and part mode
2. Zombie Fortress 2 - http://forums.alliedmods.net/showthread.php?p=688433
Let me know what ideas you have and we can discuss them. Just remember that we all need to work to populate whatever we put out there.
Later,
VM
-
I'd like to try Zombie Fortress
Here's a cool new plugin
http://forums.alliedmods.net/showthread.php?p=699901
It lets us automatically turn alltalk on/off during these times:
at round start (During setup)
after the setup period has ended
during stalemates
at round end (Bonus Round)
-
I like that new plugin. What do others think?
-
Thumbs up for the all talk plugin.
I'd love to give the zombie fortress a try! Lets try that.
-
All talk mod sounds good.
Would like to try zombie mode as well - sounds pretty cool and is quite different from regular TF2 gameplay so should keep us engaged...
-
Zombie Fortress is now running on the 2nd server. The IP is 69.31.15.148. Let's try to get this populated.
Thanks,
VM
-
We should consider adding the following maps to our rotation:
1. pl_frontier http://www.fpsbanana.com/maps/74124 (this is awesome)
2. pl_cranetop_b6 http://www.fpsbanana.com/maps/65823
3. pl_cashworks http://www.fpsbanana.com/maps/69298
4. cp_roswell http://www.fpsbanana.com/maps/50746
5. cp_science2 http://www.fpsbanana.com/maps/50748
-
I played Rosewell. That's good. Science is bad.
-
I suggest we change default setting for AllTalk to "On". This makes the server livelier and encourages interaction. When server gets relatively full, we can always turn it off.
Thoughts?
-
Default should be off..what if the server is full and we are not there? We can always turn it on when one of us is there.
-
Default should be off..what if the server is full and we are not there?
I like your optimism...
-
Default should be off..what if the server is full and we are not there?
I like your optimism...
I try to think positive :-D
-
alltalk is off by default.
Also I never implimented the other alltalk plugin.
-
Suggested map rotation attached.
Couple of explanations:
1. I tried to keep a balance of map types as well as popular/regular maps and a mix of old/new maps
2. Added back Canalzone since Scout is so popular nowadays
3. Added PL_Cashworks and PL_Frontier even though they are not standard since they are awesome and PL mays are generally popular
4. Wrt time limits, win conditions, etc. I think what VM had in a previous post (same thread) is pretty good
thoughts?
-
Luggage I will check it out and then we can put it up for a vote. How does that sound?
-
Sounds good. Hoping to elicit some comments from active TF2 players so we can get this to everyone's liking. If there are other custom maps people like, please let us know and we can put them on server (not the regular rotation).
VM: I have the file in excel if that will help you manipulate the data.
-
So here is the rotation that you are proposing. Question I have is do we want to leave out the PL_DUSTBOWL_B4? I thought that was a popular map? Do we want 1 more CTF Map in there or do you think 2 of them is just fine?
CP_Junction
CP_Gravelpit
CTF_Turbine
PL_Dustbowl
CP_Steel
TC_Hydro
CTF_2Fort
CP_Egypt
PL_Goldrush
PL_Frontier
DOM_Canalzone
CP_Dustbowl
PL_Cashworks
CP_Fastlane
PL_Badwater
CP_Labor
-
I think that the server numbers are doing awesome! Just in the time I have been playing, they have came up quite a bit - like 400 + points! We are on our way up! :-D However, what I find discouraging is the fact that some players have such a high, unreachable score on the stats, that it is hard to truly judge how well you are doing vs other players. I think, especially with the two new updates coming out soon, that this would be the perfect time to reset the stats for TF2. I don't know how anyone else feels about this, but I only feel this is fair to give everyone a chance to "start fresh" and build back up again. I don't know how we would go about this, or who would have to do it, but I'm just throwing it out there as a thought and suggestion.
-
I think, especially with the two new updates coming out soon, that this would be the perfect time to reset the stats for TF2.
I definately agree, long overdue, especially with 20,000 pts between 10th and 1st place. I sent Video a message about this a couple days ago so I'm sure he'll get to it soon.
-
I asked Widow to reset the stats. Not sure when he will have a chance to do that though.
-
I asked Widow to reset the stats. Not sure when he will have a chance to do that though.
Ok, thanks, wasn't sure if you could do it...didn't know if it was server side or a web thing.
-
Video - I love how your always on top of things! Thanks hon! :-D
-
good idea
talking of which, the rtv and nominate don't work anymore - can someone pls look into these?
thanks.
-
Can we get Badlands out of the rotation and Goldrush back in? I REALLY miss Goldrush (just realized it was taken out for some reason) At least put Goldrush back in :crybaby:
-
Well sucks IMHO; it's always a stalemate...any interest in booting it from the rotation?
-
Well sucks IMHO; it's always a stalemate...any interest in booting it from the rotation?
Wouldn't bother me, but it's a nice change of pace...need a couple CP maps...maybe fastlane again? IDK :dontknow:
-
Agree about change of pace
If we want more CP maps, what about labor and jailbreak? both of them get definite results (no stalemate) and there is plenty of scope for various classes: Scout, Engy, Sniper, Demo, etc.
-
remember no custom maps.
Fastlane would be fun to have in there and I know lots of servers that are doing well with the updated version of Egypt.
-
Goldrush and Fastlane FTW! I think the update yesterday will solve the problems we had with Goldrush crashing which was probably related to the Jarate bug. Let's try it and see.
-
ok, I will add those in and take out badlands and well.
-
I threw Egypt in there 1 time. It comes up every 14th map. I would like to come up with another map either CP or CTF to put in between HooDoo and Pipeline too.
pl_hoodoo_final
plr_pipeline
cp_gravelpit
pl_goldrush
cp_dustbowl
pl_badwater
cp_fastlane
pl_hoodoo_final
plr_pipeline
cp_gravelpit
pl_goldrush
cp_dustbowl
pl_badwater
cp_egypt
-
I threw Egypt in there 1 time. It comes up every 14th map. I would like to come up with another map either CP or CTF to put in between HooDoo and Pipeline too.
I'd like to see that too, but outside of a custom I don't really know what to put in:
Well (to stalematey, know one really likes it)
2Fort (I like it but most ppl don't...stalematey as well)
Hydro (again, unpopular, bores me to death)
Granary (to one sided)
Steel (a little to chaotic with 32 players)
Junction (bit small for 32 players I think)
Turbine (Some like it, some dont, but probably the best option)
So, again, not sure :dontknow:
Maybe consider throwing Fastlane in twice? Egypt only once in the rotation seems ok, though the last point os so much an engie stalemate.
-
I think Hydro is the only one big enough to accomodate 32 players well. I like the map but understand it is very hit or miss with the community...
Turbine is ok by me to try although fear it may be stalemate-prone with so many people
-
Updated map rotation.
pl_hoodoo_final
cp_gravelpit
plr_pipeline
cp_dustbowl
pl_badwater
cp_egypt
pl_goldrush
cp_gravelpit
pl_hoodoo_final
cp_dustbowl
pl_badwater
cp_fastlane
-
Updated map rotation.
pl_hoodoo_final
cp_gravelpit
plr_pipeline
cp_dustbowl
pl_badwater
cp_egypt
pl_goldrush
cp_gravelpit
pl_hoodoo_final
cp_dustbowl
pl_badwater
cp_fastlane
Is the conditional map change plugin still installed/available?
I'm going to agree w/ Smurf on liking 2Fort but concerned that it might stalemate - if it's possible, including it but only switching to it if there are 18 or less players may help. Is setting the cap limit to 2 an option - that might get players to un-turtle...Or what about setting a class limit on Engineers and Snipers?
I also like Steel for a change of pace sometimes, but again, 32 players may be too many.
I also like the pl maps, although I'm not a big fan of Pipeline - I like the concept, I just don't like the map.
And contrary to most (probably), I like Badlands. There's something exciting about stopping the enemy from capping the last point and pushing back for the win that you just don't get with any other map.
-
Two suggestions
1: Could we get plr_pipeline in there more? It seems like such a fun map but it only gets played once through the whole rotation while other older ones get ran two times. I'd like to see it played twice through the rotation if possible.
2: Could we extend the length of maps possibly? The one thing that irks me is when say you're on blue, you maybe get through half way on the map and you stall out. You switch to red and say the other blue team goes all the way. At that point I'm just gearing up for another go as Blue on that map and BOOM it switches.
I have no idea how the server time or team switches are set but it just seems that it gives each side one time as a blue and a red and then changes map. I just wanted to see others thoughts on if it would do both sides twice unless it hit a long timer. Maybe it's already setup like this and if so could the timer be extended? IMO it stinks playing each side once and right when you're getting the rhythm of the map and about to do a second go around it switches maps.
-
I agree with Mach, plr_pipeline is a fun map, and its novelty hasn't worn off yet, IMHO.
Am I the only one who likes tc_hydro? I'm jut curious if we could consider putting that in every-other-rotation or something like that. Also cp_granary? Its a good open map, doesn't stalemate nearly as badly as well or the CTF maps. Just a couple of thoughts.
-
I agree with Mach, plr_pipeline is a fun map, and its novelty hasn't worn off yet, IMHO.
Am I the only one who likes tc_hydro? I'm jut curious if we could consider putting that in every-other-rotation or something like that. Also cp_granary? Its a good open map, doesn't stalemate nearly as badly as well or the CTF maps. Just a couple of thoughts.
I think with the one round limit a second go round of pipeline would be ok. I kinda like hydro but it's either a stalemate or a steamroll but I do kinda miss it. Granary is always a steamroll for one team or the other on our server (so many good players, weird) and I personally hate the map...maybe with a two win limit, cause I can only take so much of grannary.
-
I agree with Mach, plr_pipeline is a fun map, and its novelty hasn't worn off yet, IMHO.
Am I the only one who likes tc_hydro? I'm jut curious if we could consider putting that in every-other-rotation or something like that. Also cp_granary? Its a good open map, doesn't stalemate nearly as badly as well or the CTF maps. Just a couple of thoughts.
I think with the one round limit a second go round of pipeline would be ok. I kinda like hydro but it's either a stalemate or a steamroll but I do kinda miss it. Granary is always a steamroll for one team or the other on our server (so many good players, weird) and I personally hate the map...maybe with a two win limit, cause I can only take so much of grannary.
Yes! Moar pipeline please!
-
badlands good
pipeline good
hydro good
granary bad
-
maybe you could put in hydro and turbine...two fun maps
-
maybe you could put in hydro and turbine...two fun maps
Turbine is in the rotation...we're currently reconsidering Hydro.
-
I love Hydro.
-
I also love Hydro.
-
Seems like the concensus is a NO on granary, hehe. But I think there's good support for adding more pipeline with a one round limit and putting hydro back in the rotation! :-D
-
A thought occurs to me. On the rotation arena maps were added, but so far, i've yet to actually play on one. It never seems to come up, and when an attempt to votemap is made, no one pays it any mind. Is it no one likes the map type, or is it no one wants to play that particular one? (like arena_lumberyard, etc...)
-
Arena maps have caused problems in the past, as it was explained to me, and ppl get frustrated having to wait to get in the game if they do not get in in time...etc. We have pretty much decided to keep arena out of the server rotation.
-
Oh! Well that's sad. They seemed rather fun, but as of yet i've not gotten to play one. Maybe its one of those things would only be fun if the map just changed, an the server was full so everyone could get in. Ah well, was worth a try.
-
you should feel free to throw in a rtv or mapvote for arena every once in a while -- you never know, people might just bite
-
you should feel free to throw in a rtv or mapvote for arena every once in a while -- you never know, people might just bite
Problem with arena on our server is that it currently only plays two rounds. Which in arena takes all of three minutes. We'd need to fix that before we can seriously play arena maps.
-
Yeah i also like hydro but please don't put in Granary lol, not many people like it anyway.
-
Heh, I don't know, if granary was longer it'd be more fun. Oh also, a small problem I noticed with trying to play newer maps. Usually, a votemap is called, then an rtv to make it switch to the voted map immediately. Problem is, when you votemap (say, arena_lumberyard) and it passes, that map becomes the nextmap. Then, when you rtv...the nextmap isn't in the voting options. The other night we voted to try a map 4 times and never did get to it because of that happening with rtv. Is there any way to fix that?
-
Can we get this plugin on the server?
http://forums.alliedmods.net/showthread.php?p=683858
It's a nice replacement for the default connection messages.
Also we need to make sure nominations.smx isn't in the addons/sourcemod/plugins/disabled folder, so people can nominate maps for rtv/end map votes.
-
To me that plugin sounds lame.
As for nominations, I reput the file in the correct folder again and reloaded it and it said it loaded just fine. check it out and see if it is working and let me know.
-
It's not lame!
Instead of "Player NAMEHERE has joined the server", or whatever, it can say
NAMEHERE has connected fromCOUNTRYHERE
or anything else we want! We can also define custom messages for different people.
-
It's not lame!
Instead of "Player NAMEHERE has joined the server", or whatever, it can say
NAMEHERE has connected fromCOUNTRYHERE
or anything else we want! We can also define custom messages for different people.
That actually sounds pretty cool...Maybe it could say something like "The Elders welcomes YOURNAME from COUNTRYHERE to the community. What are the options?
-
Yea i like that idea, it makes the player feel more welcome and where there from lets us know more about them.
-
The join/disconnect messages can say anything we want, and can include these variables:
{PLAYERNAME} - Players name
{STEAMID} - Players steam ID
{PLAYERCOUNTRY} - Players country eg. Australia
{PLAYERCOUNTRYSHORT} - Players country code eg. AU
{PLAYERIP} - IP address of player
{DEFAULT} - Following text will be in default color (usually white)
{LIGHTGREEN} - Following text will be in light green color
{GREEN} - Following text will be in green color
-
The join/disconnect messages can say anything we want, and can include these variables:
{PLAYERNAME} - Players name
{STEAMID} - Players steam ID
{PLAYERCOUNTRY} - Players country eg. Australia
{PLAYERCOUNTRYSHORT} - Players country code eg. AU
{PLAYERIP} - IP address of player
{DEFAULT} - Following text will be in default color (usually white)
{LIGHTGREEN} - Following text will be in light green color
{GREEN} - Following text will be in green color
So:
The Elders welcomes {PLAYERNAME} from {PLAYERCOUNTRY}to the community.
with maybe name and country in color?
-
Maybe instead of "to the community" it could say "to the game" or "to the server", since it says it every time they connect.
-
Maybe instead of "to the community" it could say "to the game" or "to the server", since it says it every time they connect.
good point...to the server would be better.
-
Here is a plugin that I think is cool.
http://forums.alliedmods.net/showthread.php?t=99871
-
yeah - it is pretty awesome. I highly recommend trying it for the fun night
-
Yeah, that should definitely NOT be an every day thing.
-
Yeah, that should definitely NOT be an every day thing.
Agreed. But still looks like fun.
-
yeah - it is pretty awesome. I highly recommend trying it for the fun night
Agreed.
-
another fun looking plugin. This would be great all the time cause it does not affect normal gameplay.
http://forums.alliedmods.net/showthread.php?t=77232
-
So I can kill Smurfette in spawn. Hell ya go for it.
-
So I can kill Smurfette in spawn. Hell ya go for it.
Ha Ha :thebirdman:
Ok, seriously, not to put a damper on things, but don't we have enough plug-ins already on the server. I mean, too much is just a lot to handle. Idk :dontknow: I'm not the one dealing with all the server stuff, that is Video - I'm just saying...When we have issues and we start removing plug-ins to see if "this is the one causing trouble" it just seems like we are removing a lot. Maybe we shouldn't put any more on. Not that I don't think that these sound fun, that is not at all what I am getting at. They would be a blast, but... Just some food for thought.
-
I agree we shouldn't over do it eith plugins, but a lot of them are just simple scripts for annouces and the like. I say unless we have are having specific problems with plugins that we shouldn't worry too much about it. Also I am totally in favor of a "fun night" with temporary server mods. It'll be good for the community.
That said, I thank Video and Crazydog and everyone else involved for taking the time to tinker with the server. And everyone in the community and the clan for making suggestions and discussing changes. We all benefit from the efforts.
-
honestly it is not alot of trouble at all tinkering with plugins. They are usually just 1 file and that is it. Very easy to handle.
-
what time would this be? When the map first loads or during the 60 sec before each round?
-
It's while the server is waiting for players (NOT DURING SETUP TIME!)
I think it'd be fun. The waiting for players is only 20 or 30 seconds or something, and it just makes that time a little more entertaining. :P
-
It's while the server is waiting for players (NOT DURING SETUP TIME!)
I think it'd be fun. The waiting for players is only 20 or 30 seconds or something, and it just makes that time a little more entertaining. :P
I'm for it! :iamwithstupid:
-
Video - If it is easy to deal with then go for it. I was just concerned about the handling of it and how it may effect the server...but if it is easy to deal with, then by all means, it sounds fun! :-D
-
Killing my teammates will definetly take the edge off :wink:
-
Wait what's with the insta-respawn? Are you guys gonna fix that?
-
Wait what's with the insta-respawn? Are you guys gonna fix that?
I fixed it. It was a mess up with the spawn plugin
-
Hah I was wondering about that last night. It was interesting, but it led to jus basically 'bum rush the defenders!' While it was amusing, I think at least a little spawn time is a good thing (5-15 second range). Sometimes though, certain people need extra long spawn times. Yea I'm looking at you Video >.> You an your one man attempts to hold off the enemy team with a sniper rifle. This ain't 300 XP
-
Yea its nice when Video is dead for a while... you actually get to play :-P
-
I THINK that I've noticed that spawn times seem to always be 15 seconds....is this on purpose?
-
video is the best fing sniper that i have ever see and if we have another lan im gonna punch the shit out of his moniter (love ya buddy but boy im gonna hit that thing)
-
I love the team killing plug-in, it's half the reason I started playing here.
-
I love the team killing plug-in, it's half the reason I started playing here.
Yeah, that little mayhem break at the beginning of the round is a good stress reliever and general good times.
-
I love the team killing plug-in, it's half the reason I started playing here.
Yeah, that little mayhem break at the beginning of the round is a good stress reliever and general good times.
The only two problems I have with the mayhem at the beginning of the round are:
1. There's not one after the teams switch.
2. I haven't heard the complaint, but I could see how a Red engineer might get frustrated if you're rapid firing and let off an extra shot or two after the round starts...and as you make your way across the map, you (accidentally) steal some metal from an engineer to replace that extra rocket. Wouldn't happen if there was no stress relief.
-
Pro tip: go to the supply cabinet on your way out.
-
Pro tip: go to the supply cabinet on your way out.
I DO I was thinking about all the other not-paying-attention-to-anything-but-themselves players.
-
Pro tip: go to the supply cabinet on your way out.
I DO I was thinking about all the other not-paying-attention-to-anything-but-themselves players.
I thought this was "TF2 common sense". Guess we get a lot of noobs.
-
OK - maybe I'm being picky, and I'm sure you all will tell me if I am...but You know me - I'm gonna give my opinion anyway!
I do like the pre-round mayhem....however, it is getting a little annoying. Not that it is not a good stress reliever, but it is mass chaos. I guess I am just board with it really. I admit I was the first to say put it on, and I also encouraged extending the time from 30 sec to 60 sec...but I think I have changed my mind. I find that I will not join a team until it is all over with, or at least at the last 10-15 sec. I guess the novelty of it has worn off with me. Maybe we should reduce it back to 30 sec? :dontknow:
-
Could we consider getting this on the server?
Seems VALVe decided to nerf the Buff Banner by resetting the rage meter to 0 on a resupply locker. Since my players don't like much this, I made this small plugin to reapply the rage amount by recording the value prior to it's reset on the regeneration, and setting it again afterwards.
http://forums.alliedmods.net/showthread.php?p=1029662
-
Could we consider getting this on the server?
Seems VALVe decided to nerf the Buff Banner by resetting the rage meter to 0 on a resupply locker. Since my players don't like much this, I made this small plugin to reapply the rage amount by recording the value prior to it's reset on the regeneration, and setting it again afterwards.
http://forums.alliedmods.net/showthread.php?p=1029662
http://store.steampowered.com/news/3284/
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:
Team Fortress 2
Fixed inconsistent Rage generation with the Buff Banner
This is the way Valve wants it and it should stay like that.
-
I agree with SConforti. The Buff Banner was changed to the way it should be.
-
I think the fact that it resets may have been an over sight. Cause it's pretty hard to get that thing to top as is right now. Even more so since medics get tunnel vision on our server. 8-) I would love to see this plugin. Fuck what valve wants. It's our server and we can change it how we please. If the community as a whole wants it we should have it and fuck valve.
-
Seems like a minor thing to me either way. If you're using the old launcher the thing fills up pretty fast anyways.
I don't totally get the mentality of keeping it the way it is cause that's how valve wants it. This isn't MW2, Valve gave players the option to change whatever they want and play the game how they want to play it, which would also fall under "how valve wants it".
But I don't see why this would be considered any kind of major nerf, it would only have an affect at the start of the match and as I said, it's not hard to fill that bar with the old rockets cause of the splash damage.
-
Seems like a minor thing to me either way. If you're using the old launcher the thing fills up pretty fast anyways.
Not anymore it doesn't.
-
I thought we do things the way Valves makes it and we are a vanilla server?!
-
I think the fact that it resets may have been an over sight.
Actually this is what I think he meant to quote from the changelog,
Fixed resupply cabinet not clearing the rage and the buff status effect
Otherwise I could go either way, though the supply cabinets are far enough back on most maps for this to not really be an issue, the only map I could see it being exploited on would be Dustbowl stage 1.
-
Well if you read the thread of that plugin, it appears that the change was added as a workaround to fix an exploit.
"They've done this to avoid a civilian bug... "
"Valve had changed this because of the possibility to go civilian as soldier and also because people could exploit it and charging the rage meter with the shotgun"
"I think valves intention was for the rage meter to clear on death and equipment swap (which thier patch fixed but also makes it so you lose existing rage when you hit resupply). They did this for the exploits that someone posted about before."
It seems valve decided to add this "feature" instead of taking longer to fix those bugs.
Nobody seems to be sure if this plugin re-enables those exploits, but if it doesn't, I don't see why we couldn't use it.
As one poster states:
"Ah... Valve nulls the buff banner on resuply locker, because this would cause rocket spam on Arena\DM servers. So this plugin is useful on common public servers. But use-less on dm\arena servers or on small maps."
We don't play arena or instant respawn, so this wouldn't be too much of an issue.
Also, I don't see how the first stage of dustbowl could take advantage of this any more than any other stage. Because they reduced the amount of rage you get so significantly, it really wouldn't make a difference if someone was standing at the resupply locker and spamming rockets. I got three kills with the regular rocket launcher yesterday (with no assists!) and my rage meter wasn't even halfway charged. I really doubt someone could get more than 6 kills spamming rockets from the resupply locker in dustbowl 1.
-
Wow, I didn't realize they nerfed it that much. That sucks.
-
What i was saying is that Stage 1 of Dustbowl is the only map in the regular rotation that has cabinet close enough for it to even be a possibility, not that it was likely or even easy.
-
My main reason for wanting a plugin like this is that it's very difficult to abandon the habit of running back to the locker for health/ammo when you're close to it, as there is no penalty for doing so with the other 8 classes.
-
I would really like this plugin I know valve wanted to reset but still they kinda over did it a bit here and like crazydog said it's hard to break the habit of going to the cabinet for health and ammo. I also feel it doesn't charge fast enough to make this a big issue since people can spend a good amount of time trying to charge and when they get low go to the cabinets and just find they have to start over. Yet I am not that great at soldier to be talking but I am still for this plugin.
-
If that's how Valve wanted it, that's how it will remain. Our server is vanilla for a reason. If it's a bug it will be fixed by them soon enough. It's really a matter of judicious ammo control and having a medic...you don't need a plug-in for that. It is a problem when breaking out but I haven't had any problems adjusting and I main solly.
-
If that's how Valve wanted it, that's how it will remain. Our server is vanilla for a reason.
32 players? =/
-
If that's how Valve wanted it, that's how it will remain. Our server is vanilla for a reason.
32 players? =/
I'd change that back if people wouldn't bitch, believe me. I HATE 32 player servers. That's the main reason we have so many horri-bad players in the server as opposed to when it was 24 player and we had good players. A lot of our regulars of old stopped playing here when we made that switch.
-
Some suggestions after having been playing on the pub fairly consistently:
1) Not sure of this in relation to this thread (http://theelders.net/forum/index.php?topic=7956.0), but it seems the start of the rotation is actually Hoodoo. Getting it populated quickly with this map seems to take a while. Maybe consider a different map for the start instead?
2) Viaduct plays "too small" once there are more than 6-7 per side. It's just a spam fest with no real back-and-forth. One team gets control and it's darn near impossible for the other team to break out.
3) Pipeline is a fun payload race map - might consider that for the rotation.
4) Gorge is also a good 2-point cp map that works equally well with large or small populations.
5) Cashworks kills the server.
Purely my $0.02 - hope I posted in the correct location.
-
1) The start of the rotation isn't really an issue, since any member can easily change the map.
2) I agree. KOTH maps were NOT built for 16v16 fights. :P Maybe we can find some custom KOTH map that's a little bigger?
3) I like that map too. I don't know what the discussion behind removing it was.
4) I thought we have gorge in the rotation? (Just checked, it's not there. When did that happen?
5) Yes, it does. :P
-
1. I always miss Hoodoo for this reason, but that's ok.
2. I understand all of your complaints, still love that map though.
3. It's been on and off, about half the members hate it and about half love it. If you really want to play it we can always pop it on.
4. It was on till this last meeting, lots of members aren't in love with it, myself included.
5. Yeah, which is a shame cause it's a lovely map. We have been putting in one offbeat map every month cause it breaks up the tedium. Members love it, but lots of pubbers don't want to DL it.
-
Pipeline is terrible and was removed from the rotation because of this reason. When the server is low on players it's normally a one sided battle. When the server is getting full it's always a stalemate!
-
Most maps turn into a steamroll when there aren't enough players. But I digress.
I like the KOTH maps, and I know others do as well, we definitely should not remove them from the rotation.
-
I just want to point out that while you all have good points about maps, this is why we had the discussion 2 months ago in a meeting to start rotating maps each month. That way we can change things up and everyone gets to play the maps they like for a while. Gorge was on the rotation last month, but was removed this month. Pipeline was on there 3 months ago, but was removed for the reason GFH posted. If you do not see a map in the rotation that you would like to see added, let us know and we will try our best to get it in the rotation next month.
-
We played Pipeline for a VERY long time on the server. It's a server killer for a good reason. With server attendance down we need to stick to popular maps. As much as i love Viaduct, it's just not drawing many people in. I think we should trim the "map fat" till we get a more stable population again. I've been in this boat before, and I know what works. Smurfette has also a good idea about what I'm talking about. She was there to help build back after the great W@W loss. :-)
-
Umm yeah we need Gorge back in there and maybe Pipeline, and yes Viaduct gets very laggy when its like 12v12, but i still think we need it in the rotation.
-
Man, GFH, i don't think you've been around much lately, but the server has been filling just fine. Some nights it's been totally full with me as the only TE member in it. No reason to cut anything.
-
Been that way for me too Mustard, but it's a lot more hit and miss than it used to be.
-
Man, GFH, i don't think you've been around much lately, but the server has been filling just fine. Some nights it's been totally full with me as the only TE member in it. No reason to cut anything.
Really? I've been on a few times, and the only night there was a full server was the one night Smurfette came on (Monday). Everyone other night has been hard getting to 10 people (like last night). Where have YOU been?
-
Everyones got to remember to pop into vent when they come on and play.
-
Well last week it was fine. This week I'm up to my ass in homework, should be around tonight though.
-
Really? I've been on a few times, and the only night there was a full server was the one night Smurfette came on (Monday). Everyone other night has been hard getting to 10 people (like last night). Where have YOU been?
must be a time thing; I have been playing later at night for the past few days and with the exception of yesterday, server gets close to full from 10pm to midnight ET
-
Would anyone object to this?
http://forums.alliedmods.net/showthread.php?p=1094385
Basically, alltalk between rounds.
Also, I think we should replace our team balancer. (It also does votescrambling, so we can replace two plugins with one! yay!)
From the description of the one we use now:
Q: Does it take the players score into account?
A: No.
Q: Does it take the players K/D ratio into account?
A: No.
From the description of the one I think we should be using:
Balance valid players (admin, engineers, top scoring players, players helping their team (cp captures, flag touching, sentry destroying), and medics all can be made immune)
I also like the auto scrambling feature it has. If a team becomes too overpowered, it will scramble the teams. I'd like to try it out, and see how disruptive it is. (Disabled right now)
http://forums.alliedmods.net/showthread.php?p=795723
I've just been checking out the config for the balancer/scrambler
Would this setting be preferred?
If enabled, teams will scramble at the end of the 'waiting for players' period (Disabled right now)
-
i like that idea.
-
That sounds way better than what we have now Crazy.
-
I've stuck both those plugins on (+one that fancies up the connect/disconnect messages. :P)
The next time I have a chance to play when the server's rather full, I'll enable the auto scrambling and test it out.
If something doesn't work, or goes wrong, or just isn't popular, it's no issue to remove these + change back to what we had.
Any opinions on scrambling the teams after the "waiting for players" ends?
-
I like the idea of putting on all-talk at the end of rounds so teams can talk trash :)
-
Friendly Fire after rounds end is generally fun. At least it gives the losing team a chance to survive other than by hiding or not being seen. Oh and maybe MVP end round invulnerability, so the top player of each team can't die in the humiliation round.
-
I believe we've tried these things in the past, and people don't like them because they feel it's ether unfair that some people can't be killed, of frustrated that they can die after winning.
-
FF at end of round was discussed at some point. I believe the general idea was that it was a bad idea. TKing in bonus round = not fun, in most people's books.
-
Just was throwing it out there, I understand everyone has their own personal tastes, and if the census is that is generally looked down upon, then so be it. The only other thing I can think of right now would be custom hats for higher ranking members, should they choose to wear them of course. Sorry if any of my suggestions have already been considered or mentioned before, I would rather not read through 13 pages of suggestions right now.
-
I think the map choices (list of 4) should cycle more to stock maps the more custom maps there are in a row, in the case of 3 custom maps in a row, the only maps available should be stock maps. Server pop tends to die off dramatically cause people don't want to download map after map. Just an idea...don't know if it is possible.
-Crim
-
That could be done...we'd just have to set the mapcycle differently for any custom map.
-
ADD BECON THE ADMIN COMMAND
-
ADD BECON THE ADMIN COMMAND
It is there....you don't have admin on our sever. Please stop spamming.
-
yes can you put in a mario cart map jsut for the fun of it. sumufette said that she would talk to you guys about it but we really need it as a break from the payload games and what not :puke:
-
I think we can discuss this for a fun night. It would be nice for a change of pace, I agree.
-
http://en.wikipedia.org/wiki/Cisco_TelePresence
-
So your suggestion is that we invest tens/possibly hundreds of thousands of dollars in order to get 2 of these such rooms and position them in geographically central, but sperated locations to have a lan party?
Cause that sounds like an AWESOME IDEA!!!! :headbang1:
-Crim
-
Oh hey, I totally posted that in the wrong thread, but yes, that was my intention.
-
We should add bacon, as in the king of all meats, to the admin panel.
-
Done and done....and I mean done...(but not yet)
-
Well, I changed my mind. I was gonna do something like this:
You choose "BACON!!!" in the menu.
Center message: "NAME LOVES BACON! HOW BOUT YOU GUYS!"
It puts up a vote "DO YOU LOVE BACON?!?! YES or NO"
And anyone who types "I FUCKING LOVE BACON" in the chat gets crits for 30 seconds.
But then I realized that's not such a good idea
-
Ya abuse much?
-
Well, that may have been extreme, but bacon is awesome and I would support any non-game changing bacon based modifications.
-
After getting frustrated by random "Client timed out"s in TF2 (even though I'm playing just fine and not timing out at all), I decided to put a plugin on that will save everyone's scores every map.
This means if you get disconnected and come back in before the map changes, you will still have your score from earlier in the map. When the map changes, saved scores are erased.
I hope nobody has any problems with this
-
That's a great idea, actually. Of course, I generally don't have issues with addons, I leave that to others.
-
I play a lot of Spy so when the map vote comes up I constantly end up selecting whatever was on 4 (because it's the same number as the disguise kit). It's not a big deal but if it's not too much trouble would you mind moving it over so map vote selection starts with 5? I'm sure there are other Spies with the same issue, If not then I can deal with it.
-
There is a warning countdown, and it usually only happens after a round is over....do you really need to change your disguise that much after a round ends? :P
-
I've had it happen to me in the middle of a round, but like I said it really isn't a big deal. I'll make do with the current state if I'm the only one complaining. Thanks for pointing out the countdown thing though, I'll be sure to pay more attention next time.
-
FYI, It will only occur in the middle of a round on a ctf or payload race map, and then only if the timelimit is about to be reached.
-
This is a cool plugin i found, it shows the best scores from the losing team.
What do you think? Most people really like this.
http://forums.alliedmods.net/showthread.php?p=1027228
-
good suggestion
-
I've played on servers with it, it's a nice ego trip for 3 losers. lol. But yeah, TF2 used to display loser stats...
(Link doesn't work, but I've seen a similar plugin.)
-
Well it turns out it would interfere with our map voting so we can't put it in our server =(
-
We. Need. This.
http://forums.alliedmods.net/showthread.php?p=1304029
However, since it DOES change the game, it'll have to wait until the meeting.
-
We. Need. This.
http://forums.alliedmods.net/showthread.php?p=1304029
However, since it DOES change the game, it'll have to wait until the meeting.
i disagree.
edit: clarification, i disagree that we need this.
-
Thats pretty lame and changes the gameplay a bit more than my liking.
-
Gameplay change = NO!
-
Well I say scouts are the last class to use the tele. But the I dont think we need the plug in. We can just monitor as we see fit on something like this. But I sticking by the no scouts using the tele.
-
I disagree with this on a whole other level then game play change = no. If there's more then one level 3 tele, I'm taking it as a scout! There's no reason not too. This would make the scout the last guy on the scene everytime. Might as well say + 10 seconds spawn time for scouts! I'll agree that if there's one tele and even more so if there's others spawning with you, then you should run it out. That's just smart playing.
-
Well I say scouts are the last class to use the tele. But the I dont think we need the plug in. We can just monitor as we see fit on something like this. But I sticking by the no scouts using the tele.
I totally agree with Spevf. I dont think we need the plug in. We seem to do a good enough job of monitoring the scouts using telly's anyway. I know personally, and I have know others in the clan who have, verbally warned, slayed, then kicked someone for using telly as a scout. It don't usually go so far as a kick because most of the time they understand what we are saying. But like I said, we do a good job of policing this issue.
-
I was told today we should remove coldfront from the mapcycle, because it 'always empties the server', although this disagrees. Opinions?
(http://img163.imageshack.us/img163/685/8710a313d23e4c2baa1e06e.png)
-
Personally, i hate the map with a passion, but if the people like it, the keep it.
-
It's one of the few good inline capture maps.
-
I may be biased, as I hate all 5cp maps with a blinding fury, but I think it's an awful map and needs to be taken out of the rotation. Let people nominate it sure, but I don't think it should come up in the voting.
-
I enjoy most 5 pt CP maps... except for coldfront. Trash that trash! The chart you pulled from is server primetime... it'd be hard to empty a server then with any map. If it came up at 10 PM on a weekday... probably a different story.
-
Like all 5-point CPs, it's only playable if you have enough medics on your team. I think Coldfront is fine as a map, people just need to buck up and switch classes. Besides, if people hate it, they won't vote for it, and at peak times there are enough admins around to change the map if people start complaining.
-
I have a suggestion, not sure if it was ever brought up before, but should we turn on deadtalk on our server? I bring this up because the regulars are all using vent anyway and we can give each other warnings after getting killed, while the other players on the server don't have that same advantage. Plus with the new Spy knife (and with Valve saying they plan to remove the death kill notification for the Eternal Reward), I can see deadtalk being a good idea.
Can anyone think of a compelling reason not to turn deadtalk on?
-
A good number of TF2 maps (especially CP maps) potentially suck when there is a class imbalance. Once upon a time, the TF2 player community used to be conscious of the fact that their team was getting rolled and would figure out what set of classes worked best in the given situation (player count, other team classes, etc.). With the exception of newbs of course.
Now, there's all these unlockables, achievements, and other "distractions" that players have. From what I've seen in the past 6-12 months, the number of times a team will get rolled now (again, any map, but especially CP) has gone up tremendously. IMHO, it's b/c of players being so fixated on trying to unlock another weapon, get that achievement, or "hey, what's this new fangled mabob do?" that they pick a class for several reasons. However, none of those reasons are: "picking this class is how I can help the team." I'm all for most of the stuff that Valve has added into TF2 over the years, but unfortunately, this is the side effect...
ANYWAYYYYY... my point is, how about putting in class limitations again? The key to making that work is having different logic based on class and player count. For example, when the server is maxed out, 2-3 of each class. But when there's say 6-8 players on a team, you might want 1-2 engies instead of 3.
As for deadtalk, meh, I could go either way.
-
I do agree, there are a lot more donkeys on the server nowadays and matches just don't feel that close anymore :(
Class limits are fine with me although I am a bit skeptical about how useful they'll be since donkeys are donkeys. If they can't be the 3rd sniper, they'll become something else that helps them achieve their non-team motives.
Deadtalk is fine by me; don't feel strongly either way on it.
-
Before I joined TE, I think class limits were experimented with and almost universally hated. And there are situations where stacking one class can work (a team of 12 heavies, for example, is pretty damn hard to stop on payload). But yeah, I agree with Luggage. Donkeys will be donkeys and no server modding will fix that. This is more a problem with the general TF2 playerbase and nothng on our end, I think.
-
Hmm... donkeys are indeed donkeys. But Disco, what you're talking about is also my point. Class limits also keeps a team of 12 heavies (or 6, with 6 medics) from rolling through a payload map everytime. Depending on the crowd, that's either funny or lame. When your playing with a bunch of regulars or buddies, everyone's probably gonna be laughing, absolutely. But when you've got people in there that aren't regulars, it's a different stroy. Those one BLU will think "this server's sweet", but you're gonna get people on RED who are all, "WTF, lame." You're alienating them. Something to keep in mind if TE is trying to build the community, rather than make it more flexible/cool/goofy for the few dozen regulars that are around at the time.
Not trying to be a pain in the ass or overdramatic, just trying to look at both sides of the coin (and voice concerns I've heard from others).
-
Trade Chat (http://forums.alliedmods.net/showthread.php?p=1321333)
Opinions? Do you think people would actually use it?
-
Sure people would use it but then people would be trading MORE. I think we want to avoid that.
-
Trade blocker, anyone?
In a nutshell, if someone trades outside of the setup round, they are banned for five minutes. It does have admin immunity, but only for the admin. If an admin trades with a non-admin, due to technical limitations, the non-admin will be banned.
http://forums.alliedmods.net/showthread.php?p=1348336
I can change the punishment and add any of the features I suggested in the thread (see third post) if we so wish. Let me know your opinions.
-
Trade blocker, anyone?
In a nutshell, if someone trades outside of the setup round, they are banned for five minutes. It does have admin immunity, but only for the admin. If an admin trades with a non-admin, due to technical limitations, the non-admin will be banned.
http://forums.alliedmods.net/showthread.php?p=1348336
I can change the punishment and add any of the features I suggested in the thread (see third post) if we so wish. Let me know your opinions.
I like the idea of getting people banned by offering them a trade. lmao
-
I dont mind trading so long as its not spammed in the chat box and that they dont just come in our server and sit in AFK just to try and trade.
-
I dont mind trading so long as its not spammed in the chat box and that they dont just come in our server and sit in AFK just to try and trade.
Well, that's the point of this plugin. If they're trading out of setup, they're going to be afk during the game.
-
Hey guys: Anyone against replacing preround mayhem with this?
http://forums.alliedmods.net/showthread.php?p=1408685
-
I'd be cool with trying that out.
-
looks like a nice addition to me
-
I've tossed it on. Lemme know what you think.
-
hell yeah - that looks great
-
Just to clarify for anyone who may be wondering:
It does *exactly* the same thing it used to but also:
-Shows top 3 killers on each team at end of waiting for players time
-Chance of being normal, crits, or mini-crits
-Chance of being melee only nor normal weapons
-
Love it.
-
Also love it.
More crazy, more random, and being able to see who made the most kills makes it kind of a silly competition.
Being able to see the kill stats is the best thing I think.
-
:iamwithstupid:
-
:iamwithstupid:
:headbang1:
Rock on.