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Tomb Mapcycle & Votelist Options
nite
#16 Posted: : Friday, January 12, 2007 10:18:53 PM
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Don't know who I am replying to in this post (I think myself)... Anyhow, I got a script to work, now vote comes up at end. Intermission MUST be set to 20 at least (ctf_intermission). Downside is it is not very efficient however, I do not think it will be that much noticeable (if any at all). Vote comes up under these conditions: when ctf_capturelimit number is reached, when time limit is up (this is where it gets tricky), when time limit AND overtime is up. I think this will do just fine until HL2CTF 1.8 comes out.

LAST EDIT: Script turned out nicely. Only downside, is it works on CTF maps only. It will work on DOM maps if time limit (map time limit, not team) is reached. Otherwise, it seems ok. So now we have a vote at end of map comming up instead of getting an interrupted menu in middle of match that locks your weapons.
llenta
#17 Posted: : Friday, January 12, 2007 10:28:36 PM
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::ANY NAME:: wrote:
I'd suggest doing away with the top run arounds in the big middle room though. Keep it similar to the DM version.


what do you think i got rid of?  

i think i might also tweek the lighting to, just to make it a bit nicer, but who knows, i may not be able to compile it until i get steam running on my desktop, and i have no idea how long that will be.  fucking steam.

as for pond, i have a new version all ready to go, but i its not playable in hl2ctf because of the displacement textures.  i can't seem to get the custom source tools working to compile, so if anybody else can i can give them the map file and they can run the compile for that map.  it only takes like 10 minutes on my machine, and my machine is like 4 years old, so it will probably be quicker for whoever is willing to compile it. 
MakeSureItsCharcoalGrilled
#18 Posted: : Saturday, January 13, 2007 10:08:41 AM
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i want the occasional "dr.bones maps only day", if we can get popularity going. not enough people play his beautiful maps.
yeah, i'm a cranky 'oul fucker. deal with it.
MADDOG
#19 Posted: : Saturday, January 13, 2007 10:16:07 AM
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tpractice wrote:
nite wrote:
J-Town wrote:

Well 3 maps I don't see that I like are ctf_iceamstiel,  ctf_castlewars and ctf_castle.



Some maps will probably be only voteable, like those big maps (2fort_extreme, castlewars, spaceballs). Which brings another to another good question, should we have a random vote at end of map? Keep in mind, if there will be a vote system it will be via amx style menus (ones everyone hates). I have heard from plenty of people how it "screws up" their weapon switch and all, but face it, no one bothers to press ESC key and vote from there.

Here are maps that I think would go well in mapcycle (not in any particular order):
ctf_pedestal_tomb
fb_nfs_b17
fb_nuclear_b17
ctf_canyon
ctf_canyon2_beta1
ctf_dirtwork
ctf_floodzone
ctf_re-demise
ctf_2fort
ctf_bedrooms
ctf_bedroomwarfare
ctf_export
ctf_prisonriot
dom_rust (maybe)
dom_rebellion (another maybe)

those would go well into mapcycle. None of those maps are incredibly huge and most (if not all) are ctf based maps. I strongly suggest we keep the league/tourney maps (dirtwork, canyon, prisonriot) in mapcycle as extra practice will not hurt. Maps that are not on mapcycle should probably be voteable in my opinion.

 

I like this list. Maybe add school and pond

Ditto!good list! ( And Nite you need a girlfriend!) LOL

Well maybe not keep up the good work!



nite
#20 Posted: : Saturday, January 13, 2007 11:01:10 AM
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MakeSureItsCharcoalGrilled wrote:
i want the occasional "dr.bones maps only day", if we can get popularity going. not enough people play his beautiful maps.


That's true but the main reason for that is not everyone wants to wait for a long download. His 2fort_extreme and spaceballs is like 15~20mb and castlewars upwards of 50mb for bzip2. Some people get impatient and leave (in fact, my server lost around 50%-75% players playing when those maps came up).
craig713
#21 Posted: : Saturday, January 13, 2007 5:18:03 PM
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charc you delete my goddamn post?  dom_lego plz
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