Sensai Posted April 15, 2009 Share Posted April 15, 2009 What exactly does that do, Chadly? And I finished downloading the maps. Both me and Hank should be on tonight for custom map night, ping permitting. Link to comment Share on other sites More sharing options...
SirChadlyOC Posted April 15, 2009 Share Posted April 15, 2009 What exactly does that do, Chadly?And I finished downloading the maps. Both me and Hank should be on tonight for custom map night, ping permitting. I think it changes the frame rate or something. I first heard about the command 3 years ago as it was instructed to players with high ping. They were told to change to "rate 10000" instead of the default setting. I never really noticed much difference though. I might just be completely talking out of my ass. SPY SAPPIN' MAH LOGIC!! Link to comment Share on other sites More sharing options...
Brycepops Posted April 15, 2009 Share Posted April 15, 2009 I think it changes the frame rate or something. I first heard about the command 3 years ago as it was instructed to players with high ping. They were told to change to "rate 10000" instead of the default setting. I never really noticed much difference though. I might just be completely talking out of my ass.SPY SAPPIN' MAH LOGIC!! From a Natural Selection wiki: "The rate and cl_rate command controls the amount of data the server sends to the client. The rate variable itself is bound to all Half-Life based Steam games and set via a Windows registry entry, thus changing the value in the userconfig.cfg or config.cfg file will not change this value. The cl_rate variable specifies the server how many bytes per second to send the client. It a general misconception that this should be set to 20000, which is the maximum setting. Most servers connected to your client will not be configured to send your client information 20000 bytes per second. A reasonable setting for this for the rate is between 12000-15000 (approximately 14 kilobytes per second). The rate value should however not be set below 10000. The rate and cl_rate values should be the same." Link to comment Share on other sites More sharing options...
Powerlord Posted April 15, 2009 Share Posted April 15, 2009 From a Natural Selection wiki:"The rate and cl_rate command controls the amount of data the server sends to the client. The rate variable itself is bound to all Half-Life based Steam games and set via a Windows registry entry, thus changing the value in the userconfig.cfg or config.cfg file will not change this value. The cl_rate variable specifies the server how many bytes per second to send the client. It a general misconception that this should be set to 20000, which is the maximum setting. Most servers connected to your client will not be configured to send your client information 20000 bytes per second. A reasonable setting for this for the rate is between 12000-15000 (approximately 14 kilobytes per second). The rate value should however not be set below 10000. The rate and cl_rate values should be the same." That's kinda what I figured it did... I used to run a UT server that had a setting like this. Although that had both the server max setting and the client setting. As I recall, dial-up needed extremely low settings, seeing as how a 56k modem tops out at 8kbps. Link to comment Share on other sites More sharing options...
Powerlord Posted April 16, 2009 Share Posted April 16, 2009 Custom map night came and went... it seemed to go OK for the most part, although attendance wasn't that high at the beginning. I personally found some maps that I sorta liked, and also found there's one that I really don't like (great heights). I've restored the old mapcycle (I grabbed it Tuesday), so two map changes from now should be back to normal. Link to comment Share on other sites More sharing options...
Bahamut Posted April 16, 2009 Author Share Posted April 16, 2009 So what are people's thoughts on the custom maps? Link to comment Share on other sites More sharing options...
Brycepops Posted April 16, 2009 Share Posted April 16, 2009 The Pac-Man map was pretty fun, as was the one where both teams could push the cart. Link to comment Share on other sites More sharing options...
Powerlord Posted April 16, 2009 Share Posted April 16, 2009 cp_pacman_wtf_normal was OK, although it's a bit biased in favor of Scoots and Pyros, and against Heavies and Soldiers (at least those who can't seem to get rocket jumping down). The Red Ghost is faster than all classes except Scoots, making it a bit cheap. Yes, I'm aware you can check the ceiling for the ghost positions. pl_waste (two-direction cart) was OK, but it could use a short cooldown before it switches directions... or on points, like it does before the cart initially starts moving. tc_meridian... didn't work so well. It's got all the same problems Hydro does. It's not like a traditional CTF map because there are less routes and they have more bottlenecks that you have to pass through. cp_follower was like an odd mix of Granary and Badlands. I'm not so sure I like the way it's laid out, though. For example, I kept forgetting that between points 2 and 3, you have to go to the upper-center(?) or lower-left... lower-right doesn't go through and you have to detour back to one of the other routes. This is in contrast to granary, which has lower-left and lower-right passages. pl_great_heights... didn't care for that one. Part of that may have been the seriously unbalanced teams prior to the forced team scramble. Still, most of the map is far too linear... it's like playing the Goldrush part 3, between points 2 and 3 for an entire map, up until the last cap point of part 2. cp_roundhouse - Was confusing at first, but got better as we played it more. The train really needs the train sounds, though. Side note: You can ride the train. ctf_waterhole - Hated it. Too dark to see anything, particularly in the water. Ended up playing Engy for half the map just to avoid the water area. cp_yukon - By the time this map came up, there were less than 8 people left on the server. Doesn't work well with small teams... which is surprising since it's supposed to be for 6v6. Also, the geometry seems forced... rather than like natural terrain. While that makes sense for bridges and such, it also applies to the rock formations. Link to comment Share on other sites More sharing options...
Rambo Posted April 16, 2009 Share Posted April 16, 2009 It was alright. I didn't like when maps got RTVd, as this sort of defeats the purpose of the night. So the sooner we can agree on a playable map rotation the better!! Pacman IS fun. But it's a pure scouts -vs- engies map. Link to comment Share on other sites More sharing options...
Brycepops Posted April 16, 2009 Share Posted April 16, 2009 It was alright. I didn't like when maps got RTVd, as this sort of defeats the purpose of the night. We were just testing them out. I'm glad we kept voting for a new one to try. Link to comment Share on other sites More sharing options...
EdgeCrusher Posted April 17, 2009 Share Posted April 17, 2009 I don't see how anyone can not like great heights, its the awesome. Also, its amazing to hear people panic during waste. Seems like everyone on the start was saying they didnt know where to go. Its a PL map people. It has tracks, you follow the tracks out of your base door to the cart if you are on red or blue. Link to comment Share on other sites More sharing options...
Powerlord Posted April 17, 2009 Share Posted April 17, 2009 I don't see how anyone can not like great heights, its the awesome.Also, its amazing to hear people panic during waste. Seems like everyone on the start was saying they didnt know where to go. Its a PL map people. It has tracks, you follow the tracks out of your base door to the cart if you are on red or blue. You mean the tracks that split, go through doors, and other unusual things? Link to comment Share on other sites More sharing options...
EdgeCrusher Posted April 17, 2009 Share Posted April 17, 2009 You mean the tracks that split, go through doors, and other unusual things? All the places the track splits, a few feet from the split there is either a door that opens thats part of the path, blocked off areas or a door that wont open, so yeah. Link to comment Share on other sites More sharing options...
Secret Agent Man Posted April 17, 2009 Share Posted April 17, 2009 I liked the Pac-Man map. I could've sworn that the red ghost moved faster than scouts. I wish I could've stayed for more than that and swift, but at that point I was getting massive packet loss and could barely move. Link to comment Share on other sites More sharing options...
EdgeCrusher Posted April 17, 2009 Share Posted April 17, 2009 I didn't get to play swift on the OCR server, but I did try it out a few days before on another. I really like the set up for it, except the very end point. Then again the server I was on had 5 engies on red building sentries up on the top level above the last point, so only an uber demo really had a shot of taking them out. It was still a fun map though.-+ Link to comment Share on other sites More sharing options...
Rambo Posted April 17, 2009 Share Posted April 17, 2009 We were just testing them out. I'm glad we kept voting for a new one to try. 10-15 minutes isn't a very long time to determine the merit of a map. We didn't even see the second or portions on some of them. Imagine basing your judgement of cp_steel in 15 mins or less. I would sure as hell hate it. EDIT: Great heights cut my fps by over 50% in some areas, and I was the only person in the server and standing still. lol Link to comment Share on other sites More sharing options...
Bahamut Posted April 17, 2009 Author Share Posted April 17, 2009 So...what would be a good map rotation for tomorrow on OCR only day? The server maplist is: achievementbox_b3 arena_2fort_b2 arena_badlands arena_granary arena_harvest_v2 arena_lumberyard arena_mach2 arena_ravine arena_starship_v1 arena_watchtower arena_well avanti_b1 cp_2Skyscraper_b3 cp_420_water_arena_v3 cp_aqua cp_avante_b2 cp_badlands cp_blackmesa cp_castle4 cp_concussion cp_corporation_b3 cp_cyberpunk cp_dam cp_desertfortress cp_devilsbrew_1_3 cp_downtown_a2 cp_downtown_b31 cp_dustbowl cp_egypt_final cp_fastlane cp_follower_rc1 cp_granary cp_gravelpit cp_industrial_b6 cp_junction_final cp_labor cp_lazytown cp_orange_x3 cp_pacman_wtf_normal cp_pacman_wtf_party cp_roundhouse_1_2d cp_shabbytown_final cp_smbcastle2 cp_snowpath_b2 cp_steel cp_stronghold_b1 cp_studio_rc4 cp_toy_fort_elite cp_warpath cp_warpath2 cp_well cp_wolf2_b1 cp_woodshed_b2 cp_yukon_rc ctf_1fort_a2 ctf_2docks ctf_2fort ctf_2fort_night ctf_2fort_night2_b2 ctf_aesoprock_b7 ctf_bball2 ctf_blitz ctf_convoy_v2 ctf_crossunder ctf_cruise_b1 ctf_hallofdeath ctf_mach4 ctf_royal_b3 ctf_snofort_final ctf_turbine ctf_waterhole_b4 ctf_well ctp_epsilon_a3 cyberpunk downtown_steaksauce garbage_day pl_badwater pl_cashworks_b3a pl_cave_b6 pl_cranetop_b8 pl_dbheights_b2 pl_donkeykong_final pl_dustbowl_b4 pl_frontier_b2 pl_goldrush pl_grassandcave_a5 pl_great_heights_b2 pl_haywood_beta6 pl_hoodoo pl_mill_b5 pl_payback_beta pl_strider_v1 pl_swift_final pl_waste_b4 pl_woodland_b4 tc_hydro tc_meridian_b5 Also the server password for the day tomorrow is ocrtf2sat Link to comment Share on other sites More sharing options...
WindStrike Posted April 18, 2009 Share Posted April 18, 2009 I'm all for it if cp_steel and pl_cashworks are on there or something (seeing as they're my favorite two maps... actually, cp_blackmesa is really fun too). I'm not gonna be on TF2 too much until after the end of next week, but I'll be sure to hop on tomorrow sometime relatively early (probably between 7:00-8:00pm EST). Reason being that I'm in the pit orchestra for my school's play (doing Copacabana) and we started doing 4:00-8:30 rehearsals recently, and then we're doing the shows at the end half of next week, so I'm pretty much out for the most part. Link to comment Share on other sites More sharing options...
Brycepops Posted April 18, 2009 Share Posted April 18, 2009 Oh man Bahamut, that crit rocket I reflected back at you was the highlight of my whole night Link to comment Share on other sites More sharing options...
DJMetal Posted April 18, 2009 Share Posted April 18, 2009 I'd like to see pl_badwater in there somewhere too. Big fan 'o badwater. Link to comment Share on other sites More sharing options...
Bleck Posted April 18, 2009 Share Posted April 18, 2009 put every map on the rotation Link to comment Share on other sites More sharing options...
Secret Agent Man Posted April 18, 2009 Share Posted April 18, 2009 Have fun guys. Saturday nights are my D&D night, so I won't be able to attend. You'll just have to have Brushfire play all the sweet tunes. Link to comment Share on other sites More sharing options...
Brushfire Posted April 18, 2009 Share Posted April 18, 2009 Except for Hydro. It knows what it did... Link to comment Share on other sites More sharing options...
Bahamut Posted April 18, 2009 Author Share Posted April 18, 2009 Oh man Bahamut, that crit rocket I reflected back at you was the highlight of my whole night I was not expecting that...but everyone always gets Hotshot off of me. So the map rotation for the day is: cp_dustbowl pl_waste_b4 cp_toy_fort_elite ctf_turbine pl_cashworks_b3a cp_pacman_wtf_normal arena_harvest_v2 pl_badwater ctf_2fort_night2_b2 cp_steel pl_goldrush ctf_royal_b3 cp_blackmesa arena_storm_b1c pl_switf_final cp_devilsbrew_final dm_quake_castle_b2 ctf_staging_a11 If there are other maps people want me to add to this, feel free to comment. I definitely recommend grabbing what maps you can beforehand via the links in the first post of the thread, so as to make the downloading easier for those who aren't able to do so beforehand (or haven't looked at the thread). Link to comment Share on other sites More sharing options...
Powerlord Posted April 18, 2009 Share Posted April 18, 2009 I was not expecting that...but everyone always gets Hotshot off of me. So the map rotation for the day is: cp_dustbowl pl_waste_b4 cp_toy_fort_elite ctf_turbine pl_cashworks_b3a cp_pacman_wtf_normal arena_harvest_v2 pl_badwater ctf_2fort_night2_b2 cp_steel pl_goldrush ctf_royal_b3 cp_blackmesa arena_storm_b1c pl_switf_final cp_devilsbrew_final dm_quake_castle_b2 ctf_staging_a11 If there are other maps people want me to add to this, feel free to comment. I definitely recommend grabbing what maps you can beforehand via the links in the first post of the thread, so as to make the downloading easier for those who aren't able to do so beforehand (or haven't looked at the thread). pl_swift_final is misspelled. Link to comment Share on other sites More sharing options...
Recommended Posts