Goztow Posted April 28 Posted April 28 I just tried all the maps in the maplist again (yes, all 95 of them) and made a selection for a new rotation. Maps that made it in my new rotation I also made a list of maps that could be worth setting manually now and then. Here it is. These are mostly slow base defense maps that need a lot of players to be enjoyable. Set manually now and then The next step will be to mix them into a well paced rotation! But I thought I'd already start a discussion about this :-).
Developer ExEric3 Posted April 28 Developer Posted April 28 These will be added and some will be replaced with newer versions/revisions:
Itai795 Posted April 30 Posted April 30 Thanks Gozy! Is there a reason for putting so many "slow", base defense at the end of the rotation? I think that's a too big of a concentration of this kind of maps, 1 or 2 of them should be put between rush maps, maybe at the beginning.
P4LDK Posted April 30 Posted April 30 I don’t really get why there’s always so much talk about the server maps. The ones we have right now are enjoyable, and if they’re updated from time to time, that’s totally fine. I think the current rotation works well as it is. I haven’t seen anyone complain about the maps being played in-game either, and if some maps get skipped, that’s just because we allow players to vote to skip at the start. That’s always going to happen with that option available. Peace out 💪🏽
Goztow Posted April 30 Author Posted April 30 Itai they are not yet in a rotation order here. I still need to do that. For now it's just a list of selected maps.
CAP Posted April 30 Posted April 30 The amount of field maps or versions of it should be reduced from the rotation cuz every after 2 map its field again or maybe add a timer of 2hr or so which will prevent from mara field every night and 2hr is a fair time for one map
ChromiumFaze Posted April 30 Posted April 30 28 minutes ago, CAP said: The amount of field maps or versions of it should be reduced from the rotation cuz every after 2 map its field again or maybe add a timer of 2hr or so which will prevent from mara field every night and 2hr is a fair time for one map I second this 1
P4LDK Posted April 30 Posted April 30 25 minutes ago, CAP said: The amount of field maps or versions of it should be reduced from the rotation cuz every after 2 map its field again or maybe add a timer of 2hr or so which will prevent from mara field every night and 2hr is a fair time for one map Field is the map that fills up the server and keeps it active in marathon mode, That said, we do have a voting system in place, so if players want to switch it up or skip Field, they can vote for a different map or use add the timer. I’ve only heard a few people complain about Field in marathon mode. Otherwise, I’m sure Eric or Shai could pull some data to see how many actually leave the server when Field is on.
Goztow Posted April 30 Author Posted April 30 Here's a proposal with all above maps + I added Niagra as well :-). New version: greenery made it back in! :-) Volcano_rxd removed because it's so dark.
MaxRen06 Posted May 1 Posted May 1 Hi everyone. After inspecting the new maps rotation, I have some questions and suggestions about it. Firstly, in my opinion, its pretty good that Islands_RxD, MetroTS, Volcano_RxD and Bunkers are being removed. The first one is way too unstable and crashy, so it needs to be fixed. During the time, many people complained that this map has poor stability, including me. The second one is too dark, and also has a little problem with obelisk attack range, its too far. Also, I agreed with RxD Volcano, that its way too dark. Next, the original version of Bunkers has a glitch with textures - they are simply disappearing at some angles at some spots. TS version is fine, and moreover, has different base defences. Then, I have a question about Greenery. Is it fixed? Because if I am not mistaken, this map, like RxD Islands, is also very unstable and crashes randomly.
CAP Posted May 1 Posted May 1 17 hours ago, Goztow said: Here's a proposal with all above maps + I added Niagra as well :-). New version: greenery made it back in! :-) Volcano_rxd removed because it's so dark. Ban Metro and BunkerTS rest seems fine
MaxRen06 Posted May 1 Posted May 1 4 minutes ago, CAP said: Ban Metro and BunkerTS But why tho? BunkersTS does not have the texture-disappearing glitch and it does not have ob/agt. Metro is not dark unlike the TS version of itself. The only argument I have against Metro is the excessive ob/agt range attack.
CAP Posted May 1 Posted May 1 35 minutes ago, MaxRen06 said: But why tho? BunkersTS does not have the texture-disappearing glitch and it does not have ob/agt. Metro is not dark unlike the TS version of itself. The only argument I have against Metro is the excessive ob/agt range attack. .... i thought its bunker with ob agt nvm its fine then but skip metro pls
Goztow Posted May 1 Author Posted May 1 Greenery has been fixed. We haven't tested it with 30 players of course. Do you just not like metro or are there more profound reasons?
MaxRen06 Posted May 1 Posted May 1 17 minutes ago, Goztow said: Do you just not like metro or are there more profound reasons? As I already said, the only argument I have against Metro is very far ob / agt attack distance.
Manuel857 Posted May 1 Posted May 1 On 4/28/2025 at 11:41 AM, Goztow said: I just tried all the maps in the maplist again (yes, all 95 of them) and made a selection for a new rotation. Maps that made it in my new rotation I also made a list of maps that could be worth setting manually now and then. Here it is. These are mostly slow base defense maps that need a lot of players to be enjoyable. Set manually now and then The next step will be to mix them into a well paced rotation! But I thought I'd already start a discussion about this :-). -We don't need Get_Rekt in the rotation. -We don't need so many city maps. 2 at most is good (City2_DB & City_Flying_SE is fine) Everything else looks fine to me. Also, @Forithowis it possible you could make a night version of Field_HD?
Goztow Posted May 1 Author Posted May 1 On 4/30/2025 at 10:10 PM, Goztow said: Here's a proposal with all above maps + I added Niagra as well :-). New version: greenery made it back in! :-) Volcano_rxd removed because it's so dark. Manu you didn't check this, I think?
MaxRen06 Posted May 2 Posted May 2 @Manuel857 @Goztow So I have made my suggested list of maps, and made some changes in it. There would be a total amount of 50 of them in rotation. In the middle (25-th map) and in the end (50-th map), in order to make a little difference in game modes, I added 2 Infantry-only map types, one of them has a brand new game mode here (Capture the flag). In my opinion it would be a great addition, because basically we have only one game mode here, so having a little variety will be better :) The Get_Rekt map in my opinion should be kept, as with the many players, its pretty much chaotic and messy, yet some players do not like it. In my list there are only 2 City maps, one in the first half (City_Flying_SE), and another one in the second half of list (City2_DB). Also I removed Metro from this list, because way too many players don't like it, but for me, this map is okay. I'll be glad to hear any questions about this list. Here is it:
Goztow Posted May 2 Author Posted May 2 Thanks for working on it! Just some info on why I did not add some of the maps you added: - country_meadow : it's certainly not the worst map, but it's quite big. I put it on my list of "set manually if enough players are in the game" - pacificDB: very long walk for infantry, not a lot of variety of entrances for tanks - backstab: broken for the moment, harv gets stuck and u can driver in trees - oasis_flying: decent looking map, but needs a LOT of players. I put it on my list of "set manually if enough players are in the game" - coast_flying: I hesitated on adding it. Seems rather slow. I wouldn't mind to have it, eg instead of hourglass I would really avoid putting very big maps in the rotation because walking for 5 mins to get killed, then restart walking is not my definition of fun. What's your order logic? Eg old_times and city_flying are both base defense maps, one after the other. I personally prefer to have BD --> rush, rush --> BD. But maybe you have some other logic? Or maybe you could reorder them to have a more constant flow? I would certainly like a CTF map! I don't like carnage club extreme, but that's perosnal. If the map is really only about killing other people with infantry and no other purpose, then I would put a timer of 10 mins on it. 1
MaxRen06 Posted May 2 Posted May 2 Okay, then I agree with doing that (Country_Meadow and Oasis_Flying adding to "set manually if many players" list). I didn't knew that Backstab was broken. As I understood, it can be added only after fixing mentioned bugs. I suggested Coast_Flying and PacificDB because in my opinion, they are somewhat unique, but yes, the second one has long inf/tanks paths. Maybe I will replace Hourglass with the Coast_Flying, but after re-thinking about it. About maps order logic. This is actually my first iteration, so yes, I will definitely replace some maps in second iteration, especially its was a good advise to place maps as this: BD -> Rush -> BD. Sometimes, if the map duration is average or quick, it can be normal to place 2 BD maps back to back, but only in some cases. About infantry-only maps. Carnage club definitely needs a 10 minutes timer, because its deathmatch game mode, so I agree with that. Hon_dom_b1 is actually the capture the flag map, where you have to "repair" control points to get score. If one side gets 5000 score by capturing, the round ends. With a lot of players, this map can be really messy but interesting at the same time! So I will redo this list taking these moments into concideration.
Goztow Posted May 2 Author Posted May 2 Thanks! So far Rencorner always had base defense -> 2 rush maps -> base defense. this worked out quite well so far.
MaxRen06 Posted May 2 Posted May 2 (edited) Alright. I have made my second iteration, where most of the important issues were fixed. Also I added colors for Rush and Base Defences maps. Mostly kept the new formula base defense -> 2 rush maps. If there are still questions, I would be glad to hear them. E Edited May 2 by MaxRen06 Edited, because I thought that there are way too many BD maps. I am sorry.
Goztow Posted May 2 Author Posted May 2 Looking good, however I think 3 times base defense field is too much. Replace one with a 2nd mesa. Also could you replace walls_flying by walls_flying_HD? Is there a reason you didn't add DeDust2_Night? It's a new map which seems to have potential to me. Atoll_b6 also dissapeared, it still needs fixing but the dev's are working on it. Maybe you can add them at the end, together with Creekdale_Flying or the normal Glacier_Flying?
MaxRen06 Posted May 2 Posted May 2 2 hours ago, Goztow said: Also could you replace walls_flying by walls_flying_HD? No problem. 2 hours ago, Goztow said: Is there a reason you didn't add DeDust2_Night? It's a new map which seems to have potential to me. Atoll_b6 also dissapeared, it still needs fixing but the dev's are working on it. Maybe you can add them at the end, together with Creekdale_Flying or the normal Glacier_Flying? There actually is DeDust2_Night, right after Walls_RxD, line 8. I didn't wanted to add Atoll_b6 because I knew in advance that it was broken. But if it is being fixed, then I will add it. Also yes, I accidentally removed Creekdale_Flying, so I will add it together with normal Glacier_Flying at the end. Tomorrow I will send 3-rd iteration. Thanks for advice.
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