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Powerlord

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Posts posted by Powerlord

  1. If you would like a micspam server for a night, go play at atmuh's.

    cp_egypt more like sentry farm for 10 minutes.

    And finially, tiddly's map sucks

    (just kidding, I enjoyed it, but I guess I left before he fixed it all or said he would, so I haven't played the newest version).

    Also, Shpla updated ctf_1fort to a2 (link at bottom)

    I beat you to it and updated ctf_1fort on the server yesterday.

  2. Current map rotation is:

    ctf_2fort

    cp_granary

    ctf_well

    arena_badlands

    cp_dustbowl

    tc_hydro

    pl_badwater

    cp_fastlane

    pl_goldrush

    cp_gravelpit

    cp_orange_x3

    pl_dbheights_b2

    arena_ravine

    ctf_turbine

    cp_steel

    pl_goldrush

    cp_dustbowl

    pl_cashworks_b3a

    cp_well

    arena_lumberyard

    cp_badlands

    (looks like 2fort_night's been removed from rotation)

    Also, maplist has been updated. All maps on the server should now be in the nominate menu/admin list.

    There has also been one other slight change: rtv will only show maps from the map rotation except for those nominated by people.

    P.S. Is cp_downtown_a2 the new one?

  3. Oh wow, did not know about cashworks_b3a. Play on b2 last night and the night before that. Sweetness!

    ... go grab that map now, cause it's one of the greatest maps ever (not to mention 40mb) - http://www.fpsbanana.com/maps/download/69298

    Actually, if you unzip it, it's 90. ... still, awesome map.

    For reference, here are links to all the maps on the download server. These are compressed bz2 files, but Steam games recognize them. Servers don't, but that's another story...

    Currently in map rotation:

    ctf_2fort_night

    pl_dbheights_b2

    Currently in nominate/admin select screens:

    arena_2fort_b2

    arena_mach2

    arena_starship_v1

    cp_2Skyscraper_b3

    cp_420_water_arena_v3

    cp_aqua

    cp_avante_b2

    cp_blackmesa

    cp_castle4

    cp_dam

    cp_desertfortress

    cp_downtown_b31

    cp_lazytown

    cp_orange_x3

    cp_shabbytown_final

    cp_snowpath_b2

    cp_studio_rc4

    cp_warpath

    ctf_convoy_v2

    ctf_cruise_b1

    ctf_mach4

    ctf_snofort_final

    pl_cashworks_b3a

    pl_cave_b6

    pl_donkeykong_final

    pl_dustbowl_b4

    pl_haywood_beta6

    pl_hoodoo

    pl_strider_v1

    Not currently in nominate/admin screens, but still on server:

    achievementbox_b3

    arena_harvest_v2

    avanti_b1

    cp_concussion

    cp_corporation_b3

    cp_cyberpunk

    cp_labor

    cp_smbcastle2

    cp_stronghold_b1

    cp_toy_fort_elite

    cp_warpath2

    cp_wolf2_b1

    cp_woodshed_b2

    ctf_1fort_a1

    ctf_2docks

    ctf_aesoprock_b7

    ctf_bball2

    ctf_blitz

    ctf_crossunder

    ctf_hallofdeath

    ctf_royal_b3

    ctp_epsilon_a3

    cyberpunk

    garbage_day

    pl_cranetop_b8

    pl_frontier_b2

    pl_grassandcave_a5

    pl_payback_beta

    pl_woodland_b4

  4. I was back last night, and after a bit of fumbling on the first map (ctf_well), I think I'm back on form.

    I might be back tonight, depending on how far I am along in this assignment that's due tomorrow.

    Edit:

    I'm bored of working on this assignment, so I'm checking to see which of our maps are out of date and installing new versions.

    The following map upgrades will be installed (those without versions are the "final" versions):

    arena_harvest_v2

    cp_corporation_b3

    cp_shabbytown_final

    cp_woodshed_b2

    ctf_2docks

    ctf_aesoprock_b7

    pl_cashworks_b3a

    pl_cranetop_b8

    pl_frontier_b2

    pl_haywood_beta6

    pl_hoodoo

    pl_strider_v1

    pl_woodland_b4

    Edit 2: I just noticed that a lot of these aren't on the server's list of maps to include in the nominate menu, so you can't access them anyway.

  5. It is that whole school thing. Do to much of it and you become a funless husk of your former self. Dr. Brushfire is gonna prescribe you 50 tabs of Team Fortressonol. Along with some Head-On for your headaches.

    But seriously, we miss you d00d.

    Yes, school sucks, so do headaches.

    The funny thing is, you weren't even talking to me, and yet... it describes what's going on in my life right now (fun fact: I missed two classes this week due to headaches from not getting enough sleep).

    Then again, even without homework, I have a 50+ hour work + school week.

  6. I was thinking a sentry on top of the crate immediately outside. That thing, even for a spy, is hard to get near if its built right. And with the doors opening upward, it has a chance to start shooting at your feet before you have a chance to start shooting at it. I only ever see it get taken out with an uber through the doors, or stickies from above. No less effort than taking out a camping demoman, and demomen can screw up, sentries don't miss or reload. :<

    Yes, on top of the crates is annoying, as you have to have a near pixel-perfect crouch-jump from one of the upper areas to land on it as a Spy. I think the crates may be *just* low enough to slap sappers on sentries that aren't in the exact center, though.

    There are other ways of getting around this now. The Scout's Bonk Energy Drink is particularly useful, as sentries tend to follow their current target. A Scout distracts it, and a Soldier/Heavy/Demo destroys it. As I recall, Garian (as Scout) and myself (as Soldier) have used this trick to kill a sentry on Steel near point A before.

    If it wasn't Garian, I apologize to whomever it was, as I've forgotten.

    Never experienced that sentry placement on badwater. So I haven't a clue.

    Because of the way Badwater is designed, it's possible for a RED Engineer to sneak past BLU pushing the cart from point B to point C, particularly if they already have a teleporter hidden in the area behind point B. They can then put a sentry up top of the building by B, so that when point C is taken, and the BLU spawn moves to the door by point B, it kills anyone who comes out the spawn door.

    If you have enough demomen or engineers, or proficient enough people at any class, you can camp an entire mapside. The rules would have to change ALOT to prevent the situation you presented. I don't know if you're kidding or not. :| I do know what you mean, but if you really can't leave your side of half, thats more an issue with team balance than anything else.

    Sadly, I've seen a certain clan do this on Turbine as Engineers before. Not to name any names, but the clan tag started with the last letter of the alphabet and the players in question were regulars.

    Something that noone has mentioned yet is that while even if all 3 exits to the center room are being sticky camped by 12 demomen, you are no less capable of defending your own intelligence. While this may not be FUN... if the spawn doors were camped you wouldn't be able to do a thing. At least you might not LOSE if you can't generate offense.

    If there's 12 demomen, start kicking people.

    Actually, I've considered installing a class limiter before, but I didn't think that'd go over too well, so I declined to do it.

  7. Yeah, you are. Why are you letting that kind of thing happen? Talk to your team and actually run some tactics to get out there and mess stuff up. XD

    Alltalk makes that harder, unfortunately... and we keep alltalk always on.

    Edit: Oh, before I forget, if you want to see any other specific messages in the messages that show up every 3 minutes, tell me.

    Or tell Baha, but I don't know if he's read the advertisements plugin's docs.

  8. Seconded. I don't think the opaque doors at turbine are a problem. It's not at all gamebreaking like camping spawn doors. Sentries are alot harder to clear out past those doors than stickies are, and thats deemed perfectly fair. And I don't think that the competence of the opposing team in dismantling the situation should have any impact whatsoever in whether someone gets banned or not. Rules are rules. Ambiguities are bad.

    While I get annoyed by sentries, sentries are too stupid to shoot at a door just because it goes up (i.e. when a Cloaked Spy comes out), unlike a demo, who will blow the stickies as soon as the door moves.

    That and a Spy can sap a sentry, disabling it while the other team members kill it.

    Edit: Granted, this strategy requires teamwork.

    Note: I'm referring to taking out sentries behind opaque doors in general, not just the ones in Turbine. Badwater's second blue spawn is one that comes to mind.

  9. Well I am back from Tokyo and am feeling great. I got to see and do a whole bunch of stuff. First off I have goodies!! There were 8 folks who asked me to pick them up a small souvinier and those folks are Zephyr, Garian, Powerlord, Bonzai, Rambo, Martian, Bleck, and Bahamut.

    OK, thanks. :P

    Also, TF2 update was released a bit ago. I'm having the server update now.

    It's being kindof slow about it, but don't under any circumstances reboot the server while it's upgrading. Last time that happened, I had to reinstall everything.

    Edit: Server's back up now.

  10. I didn't install the patch then, but now it should be installed.

    Gameservers changed their server startup a while back so that it checks for new patches every time it starts up. Hence why there was the problem Brushfire mentioned a few days ago with the server not coming back up after a reboot because the Steam update servers weren't responding.

    Edit: Also, the Install Steam Update button no longer does anything as far as I can tell.

    Edit 2: I've gotten really burned out on TF2 lately, so I probably won't be on much.

  11. I was just testing out some recording in the server today, and I got that invalid userID ticket thing again after 5 mins. Don't know if thats gonna be a problem when the server fills up tonight.

    There's a patch today for the Invalid Steam ID ticket thing. I can't tell whether or not the server has been upgraded, but I'm going to assume it was since HLStatsX reports it was rebooted about an hour ago.

  12. Looks like the server crashed again, I am in the process of restarting, and it gave me a "Could not start server" error. Appearently this isn't the only one that is having it.

    "There is currently a problem with L4D, CSS, DODS, TF2, and ZPS. The servers are having trouble connecting to steam for updates and is causing servers to not load. If your server is up, do not restart it, if your server is down, we have to wait until Valve has corrected the issues with there steam servers. We will let you know once the problem has been resolved. Love Gameservers."

    So it will be down for the time being.

    The server's running again, but the "Invalid Steam UserID Ticket" issue is back.

    Not sure what's going on with Valve's authentication servers today, but it's annoying.

  13. Sorry, I was in a bitchy mood.

    The granary/junction/hydro always seems to hurt the numbers. And goldrush and dustbowl hardly ever get touched because of when the peek hours start and stop. May i suggest moving one of those 2 more popular maps into that grouping?

    Sure, we can move maps around in the rotation. Personally, I hate hydro... steel is another map that people tend to leave during, particularly if one team is clearly outclassing the other.

    Also, it has seemed like for some time, we've been having rotations like hydro/gravelpit/hydro or 2fort/egypt/2fort, and I don't think any rtvs go on for that.... I don't know how that keeps happening.

    The hydro/gravelpit/hydro/gravelpit thing last night was caused by:

    1. Me replacing the stock mapcycle during ctf_2fort right before the first hydro. (See: Server Reinstall stuff earlier)

    2. Me forcing a map change to hydro (I think...)

    3. Me forcing a map change to gravelpit during hydro (the first time).

    4. Sourcemod's (new?) quirky behavior that map changes don't replace the next map in the mapcycle.

    5. Gravelpit already follows hydro in the mapcycle.

    No clue about the 2fort/egypt/2fort thing, though.

    Maybe we should try setting up one of those map votes that that start when there's seven minutes left in the map, then everybody can just choose for themselves. (it disables maps you've played recently)

    We had one of those for a while, but I recall people wanted it turned off.

    But if not, then for myself personally I hate ctf_well and I love cp_well, so I'd (personal opinion) rather have cp_well in there. And I've been having a bit of fun with Hydro now, even though it's always stalement :|

    The only reason I added ctf_well in was because there's so few Valve CTF maps, and we just had the Scout update... I took cp_well out because I thought people would complain about having two Wells in the rotation.

    Fun Fact: Well is the only map that has 3 versions: CTF, CP, and Arena. All it needs is pl_well to complete the set!

  14. I've asked about the map rotation and nobody really said anything :? .

    This is the current rotation:

    ctf_2fort

    cp_egypt_final

    cp_granary

    arena_watchtower

    tc_hydro

    cp_gravelpit

    pl_badwater

    cp_well

    pl_goldrush

    cp_steel

    ctf_turbine

    cp_dustbowl

    Now can we actually get suggestions?

    Actually, I changed it about a week ago... swapped out arena_watchtower for cp_junction_final and cp_well for ctf_well, then reordered the maps to move the pl maps farther apart.

  15. For around a month now, the server's map rotation has been shit. Can something be done about this please.

    Speaking of which, the current rotation is:

    ctf_2fort

    cp_egypt_final

    pl_badwater

    cp_granary

    ctf_well

    cp_junction_final

    tc_hydro

    cp_gravelpit

    ctf_turbine

    cp_steel

    pl_goldrush

    cp_dustbowl

    There's also an odd change in Sourcemod 1.2... it apparently inserts any rtved map in place of the current map in rotation, so it still doesn't change the next map.

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