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Mixed mode mapcycle

Started by Anonymous, June 27, 2008, 04:26:18 PM

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Anonymous

I tried out a mixed mode mapcycle on my own server today. What I havve discovered is that we will be very limited in the number of entries we can have before the server throws a huffy fit and stops. this is the largest mapcycle I make without breaking the server (NB only two modes included and 3 maps are missing - shipment, killhouse and cargoship)

set g_gametype "koth"

set sv_mapRotation "gametype koth map mp_carentan gametype sd map mp_carentan gametype koth map mp_convoy gametype sd map mp_convoy gametype koth map mp_backlot gametype sd map mp_backlot gametype koth map mp_bloc gametype sd map mp_bloc gametype koth map mp_bog gametype sd map mp_bog gametype koth map mp_broadcast gametype sd map mp_broadcast gametype koth map mp_countdown gametype sd map mp_countdown gametype koth map mp_crash gametype sd map mp_crash gametype koth map mp_creek gametype sd map mp_creek gametype koth map mp_crossfire gametype sd map mp_crossfire gametype koth map mp_citystreets gametype sd map mp_citystreets gametype koth map mp_farm gametype sd map mp_farm gametype koth map mp_overgrown gametype sd map mp_overgrown gametype koth map mp_pipeline gametype sd map mp_pipeline gametype koth map mp_showdown gametype sd map mp_showdown gametype koth map mp_strike gametype sd map mp_strike gametype koth map mp_vacant gametype sd map mp_vacant"

We will need to find which maps make good maps for different modes and build a mapcycle for that. I honestly believe this will take a while but also believe that it will be worth the effort :)


Anonymous

oh and we'll have to leave space to squeeze mp_village in there because it roxr :)

Liberator

Good idea, The S&D will keep people on the server and we can have enough people staying on the server to give the rest of the modes a fighting chance.

I missed out on most of this week due to staying late at work to get things done, so I haven't experienced anything other than S&D so far.

We need to hammer out a basic "-=[dMw]=- Rules of engagement" for each of the modes and get them publicised on the forum and at least give people an idea of what we expect so that we can at least give people a reference when they don't adhere to the -=dMw=- mindset, then add the meat as we learn.

How about we get a ventrilo server up with some of the other Charlies (possibly 4 or 5 a side by invite only) and do a locked playtest to see how people think the various modes should be adopted.

Play a map on a game mode, then when the map changes we discuss before we rejoin for the next level.

Just a thought.

Armitage

what did you all think?
 
I'm thinking we should make every other map S&D, just to give a bit of rest bite. I needed a 10 minute break after 2 hours tonight, must be getting old:g:

Benny

Was good for me. Struggling with Dom matches. Really enjoy them but we aren't acting as a team, irrespective of the argument that some go in pairs.

I'm not sure whether to discus this here on in Bravo. Given that you lot are a little longer in the tooth I'll do it here to save upsetting the rank and file members.

I'm not sure that having the scanner off is a good move. We aren't talking enough, we aren't functioning as a unit and we aren't really playing how I would have envisioned us playing. I'm not saying we can't, I'm saying we don't and given this is a burn in phase, we should be as it will only get worse.

It appears that 4/5 a side is ideal. There is chat and tactics and it works well. Any more and people just die and you have no idea where and it becomes a free for all (particulalry on Dom). I suggested that 2 should hold back and defend and whilst people did respond there was no real desire to do so. It's also worth noting that as soon as you spawn with the bomb, everyone runs. The only tactic is 'A or B'. Once the majority are dead, then you start to hear the comms again.

It's a shame as it's a great game and it does have great potential, my question is whilst we expect great things are we really trying to get there. We are failing to sacrifice a win now for the long term game of a tactical shooter.

Plus I think the odd spell of TDM would be nice. It would break it up once every 20 maps or so. Also can you up the round limit on sabotage (or repeat the sab maps in the cycle 3 times)..

This post was much longer but I wrote it at work and forgot to hit submit, so it's a regurge unfortunately.
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Master of maybe

Benny

*bump* for comments, or can someone move it into the Bravo forum. I was trying to keep the peace...
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Master of maybe

Doorman

It has occurred to me that the lack of team play may be due to the fact that so many people, myself included, are still coming to terms with the game itself.(Ooo Look at that, wow! look at this, Jeez! Did you see that?) Maybe once everyone has become au fait with CoD things will settle down to a more dMw norm. (Sorry Norm)










     

Armitage

Sorry for not commenting Benny, but I did read it:blush2:
 
I would love to see people defending and attacking more as a team. Lets hope Ron is right and in a month or so we will be a bit more organized. It only needs a few people to step up and take the role of team leader, happens in CS, so finger crossed.
 
 
Sabotage is a tricky one. games can last for 2 to 20 minutes, so plying it 3 time in a row could be hard work.
 
Not sure Team DM would be that popular. but we can stick one on in the week when there a few on and see how it's received.
 

OldBloke

There's something weird about voicecomms that needs investigating ...

The majority of people are, in my experience, transmitting at almost inaudible volume levels. However, I was told I was too loud :D

Comms are an essential aid to teamwork and I'm struggling to hear anyone properly.

Anyone else having a comms issue?
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

Dr Sadako

Quote from: OldBloke;238459There's something weird about voicecomms that needs investigating ...

The majority of people are, in my experience, transmitting at almost inaudible volume levels. However, I was told I was too loud :D

Comms are an essential aid to teamwork and I'm struggling to hear anyone properly.

Anyone else having a comms issue?

I noticed the following. If I use my regular comms setting i.e. for CS, Ventrilo etc my voice is "low" or "inadible" in CoD4. However, if I tick my "+20dB" boost in my mic setting, my voice level in CoD4 will be normal. I just need to remember to tick/untick it between games.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein