The Elders' House of Pain

Server Forum => Team Fortress 2 Pub (72.5.152.147) => Topic started by: crazydog on August 06, 2008, 07:49:35 PM

Title: Dynamic map rotation (Read to see our current mapcycle)
Post by: crazydog on August 06, 2008, 07:49:35 PM
TIMELIMIT FOR ARENA MAPS: 8 Minutes
TIMELIMIT FOR ALL OTHER MAPS: 25 minutes

Here's our current mapcycle:
(http://img.imgcake.com/phpx1.gif)

If you have any suggestions for the mapcycle, post them. Here's the flags we can use:
*Players less/greater than or equal to
*Earlier/Later than time of day
*Play a map only on certain days of the week/not on certain days

Here's the code for the mapcycle (If you really want to read it, copy+paste it into notepad)
Quote

"rotation"
{
   "start"   "gold"
   "gold"
   {
      "map"         "pl_goldrush"
      "default_nextmap"   "gravel"
      "pldust"
      {
     "players_gte"  "12"
         "time_gte"   "12:00"
         "time_lte"     "23:59"
      }
   }
   "gravel"
   {
      "map"         "cp_gravelpit"
      "default_nextmap"   "fort"
      "pldust"
      {
         "players_gte"   "14"
         "time_gte"      "12:00"
         "time_lte"      "23:00"
      }
   }
   "pldust"
   {
      "map"         "pl_dustbowl_b4"
      "default_nextmap"   "fort"
   }
   "fort"
   {
      "map"         "ctf_2fort"
      "default_nextmap"   "dust"
      "fast"
      {
       "players_gte"    "16"
       "time_gte"       "12:00"
       "time_lte"       "23:59"
      }
   }
   "fast"
   {
      "map"         "cp_fastlane"
      "default_nextmap"     "steel"
      "hydro"
      {
        "players_gte"   "16"
        "time_gte"      "12:00"
        "time_lte"      "23:00"
      }
   }
   "steel"
   {
      "map"         "cp_steel"
      "default_nextmap"   "hydro"
   }
   "hydro"
   {
      "map"         "tc_hydro"
      "default_nextmap"   "dust"
      "canal"
      {
         "time_gte"      "12:00"
         "time_lte"      "23:00"
         "players_gte"    "18"
      }
   }
   "canal"
   {
      "map"         "dom_canalzone"
      "default_nextmap"   "dust"
   }
   "dust"
   {
      "map"         "cp_dustbowl"
      "default_nextmap"   "badwater"
      "turbine"
      {
         "time_gte"      "12:00"
         "time_lte"      "23:00"
         "players_gte"   "22"
      }
   }
   "turbine"
   {
      "map"         "ctf_turbine"
      "default_nextmap"   "badwater"
   }
   "badwater"   
   {
      "map"         "pl_badwater"
      "default_nextmap"   "gold"
      "ctfwell"
      {
         "players_gte"   "12"
         "time_gte"      "12:00"
         "time_lte"      "23:00"
      }
   }
   "ctfwell"
   {
      "map"         "ctf_well"
      "default_nextmap"   "gold"
      "jail"
      {
      "time_gte"      "12:00"
      "time_lte"      "23:00"
      "players_gte"     "20"
      }
   }
   "jail"
   {
     "map"         "cp_jailbreak_b3"
     "default_nextmap"     "gold"
   }
}


Mapcycle changelog:
8/6 - Original made
8/7 - Added cp_dustbowl, changed to names instead of numbers so it's easier to edit.
8/7 - Added labor, cave, and jailbreak to rotation
8/8 - Added well (cp+ctf) and granary. Note that those maps will not come up if the preceding custom map is not played.
8/10 - Removed weekend rules, as they were causing errors
8/10 - Removed cave
8/11 - Changed so that if we loose too many players on canal/egypt, the less popular following map will be skipped
8/11 - Set it so that turbine will not be played if the server has less than 22 people, since 10 people left after dustbowl tonight
8/12 - Removed granary, switched fastlane and ctf_well, added backup skip for fastlane, made badlands only come up if there are 12-17 people in the server after hydro
8/12 - Changed so that only one _well map is played per cycle
8/14 - Removed badlands
8/21 - Reworked with new maps. Custom/unpopular maps will not be played before 12 noon, and after 11pm
8/24 - Added arena_mach
9/7 - Removed egypt. Added new rules for arena maps: Minimum of 12 players, Will not be played after midnight.
9/8 - Hydro will never go right after 2fort. Other maps must come first. ctf_well not played after 11pm, labor requires 24 people
9/12 - After arena_badlands, if there are less than 15 people, it skips to hydro instead of fastlane. After fastlane, if there are less than 15 people, it skips to hydro instead of steel.
9/25 - Removed labor and double conditions, as they weren't working
10/8 - Removed arena maps
Title: Re: Dynamic map rotation
Post by: Thalan on August 07, 2008, 06:38:43 AM
how about no badlands!

and you forgot regular dustbowl
Title: Re: Dynamic map rotation
Post by: Video_Master on August 07, 2008, 07:15:38 AM
yeah, I hate badlands too, but it does help populate the server.  You could also use some of the other custom maps too.  Keep working it out with some more maps and such and post it up and I am more than willing to put it on the server to test it out.  I think it would be good to get it going and it gets other members helping out by working on this dynamic rotation stuff.

Good Job Crazydog.
Title: Re: Dynamic map rotation
Post by: Holy Shit on August 07, 2008, 10:01:39 AM
This is a great idea crazy i totally agree that some thing needs to be done about the rotation with maps that tend to drop people...Great work man
Title: Re: Dynamic map rotation
Post by: Thalan on August 07, 2008, 11:55:27 AM
yeah some of the newer maps we got like the other pl ones would be nice
Title: Re: Dynamic map rotation
Post by: crazydog on August 07, 2008, 03:50:32 PM
I've added all the maps on the server to the OP. Post the maps you'd like to see in the rotation, and the restrictions we should use.
Title: Re: Dynamic map rotation
Post by: Hitman Smurf on August 07, 2008, 06:01:21 PM
Nice work crazy! This might solve our rotation wores.
Title: Re: Dynamic map rotation
Post by: Luggage on August 08, 2008, 11:23:13 AM
How about adding back Granary and/or CP_Well?  We can fit them in near end of rotation where there are a bunch of new(ish) maps to balance it out.
Title: Re: Dynamic map rotation
Post by: Video_Master on August 08, 2008, 12:10:26 PM
I would be up for Well, but not granary.
Title: Re: Dynamic map rotation
Post by: crazydog on August 08, 2008, 12:56:41 PM
I added both wells and granary. Don't worry, as you can see, they wouldn't come up often in the current rotation.

Video: Can we get this up?
Title: Re: Dynamic map rotation
Post by: Video_Master on August 08, 2008, 02:59:05 PM
I will work on it when I get home later tonight.
Title: Re: Dynamic map rotation
Post by: Video_Master on August 09, 2008, 05:50:01 AM
Dynamic Map Rotation has been put in place.

Thanks again Crazydog for creating the config for this.

Ask our regulars what they think of this and let me know the feedback of it. 

Also remember that we can still do voting and map changing at our discretion.


-VM
Title: Re: Dynamic map rotation
Post by: Hitman Smurf on August 11, 2008, 01:27:20 AM
Pretty sure this is a good way to keep the map rotation fresh....they need this for the CS:S and GG servers as well.
Title: Re: Dynamic map rotation
Post by: Video_Master on August 11, 2008, 06:34:35 AM
We can put this in for both once they move them to source mod.
Title: Re: Dynamic map rotation (Read to see our current mapcycle)
Post by: Holy Shit on August 20, 2008, 10:06:03 AM
How easy is it to add new mapp to that rotation or take ones out... Im suer everyone knows about the 2 new maps that are going to be released and the new arena mode...so i was just wondering how the new releases will effect this rotation
Title: Re: Dynamic map rotation (Read to see our current mapcycle)
Post by: Video_Master on August 20, 2008, 10:28:29 AM
currently DMR is disabled and we are back to a normal rotation.
Title: Re: Dynamic map rotation (Read to see our current mapcycle)
Post by: crazydog on August 21, 2008, 09:50:58 PM
The mapcycle has been updated to include the 7 new maps.
Title: Re: Dynamic map rotation (Read to see our current mapcycle)
Post by: Video_Master on August 22, 2008, 01:59:55 PM
yup, and I have added the new rotation to the server.