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OCR TF2: New Server forthcoming - new server IPs and other stuff


Bahamut
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I was surprised I still had a reserved slot for so long.

Also, I am a broke college student without a job, so until this summer (when maybe I will get a job), I can't really be handing out money like I used to.

I'll be honest... I don't think Baha ever removed anyone after they were added to the Reserved Slot list.

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I wasn't sure if the server was updated last night, so I told it to update now. I think it was updated last night, though.

P.S. Have all CTF maps been removed from the map cycle? The HLStatsX Flags Captured & Flags Defended awards weren't awarded to anyone yesterday...

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Just to repost in case anyone missed this

So I'm thinking that ditching an OCR only night and just maintaining a custom night or two a week, or maybe having one custom night and one special rotation night, is the way to go. Thoughts?

Also I've come to the decision to make reserved slots free for anyone who's a regular and requests one from me. Donations are optional, but it'd be great if people want to make them to me - the server costs ~$25/month to run, hlstatsx included...which reminds me of something else, there was a little interest in having the stats reset again at some point soon. What are the thoughts on that?

And so, Wednesday seems like a great day for custom night at the very least. Here's my proposed rotation for the day:

cp_piratelife_b3

ctf_2fort_night2_b2

pl_swift_final

cp_roundhouse_1_2d

ctf_highlands_b2

Arena_Greek_v1

pl_waste_b4

cp_pacman_wtf_normal

cp_resonance_b8

ctf_staging_A11

arena_dailydozen_a2

pl_jungle_a1c

cp_smbcastle2

cp_generator_b2

dm_quake_castle_b2

pl_terran_b1

cp_rivers_edge_b5

tc_meridian_b5

cp_devilsbrew_final

pl_woodland_b4

cp_yukon_rc

pl_cashworks_b3a

cp_aqua

pl_zig_b8

cp_ironbowl_b8

arena_storm_b1c

cp_blackmesa

Also remember to download the maps ahead of time if possible - it will save you downloading headaches when the map switches, and it will help other people out who haven't downloaded them.

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Here are some of my thoughts on some of the maps we played.

cp_roundhouse_1_2d - I feel like it's too easy to defend on that map...the rape poured freely when we were attacking :sad: .

ctf_highlands_b2 - a bit smallish, excepting the expansive middle area...not so much a fan of it.

Arena_Greek_v1 - could be interesting with a bunch of people, seems alright for an arena map.

pl_waste_b4 - seems alright, it'd be nice to get a game with a good deal of people on that map though (two way pl map).

cp_resonance_b8 - I like it a lot; it seems to offer a good deal for every class and would be a solid map to play.

ctf_staging_A11 - I liked it the first time we played it, and the second time was just as good to me. I altered the map cfg file for this to end after 2 rounds, which I think is wise because of the brokenness in overtime.

arena_dailydozen_a2 - pretty fast-paced arena map, nice map.

pl_jungle_a1c - pretty killer on the resources...but has the potential to become a solid map. Supposedly there are going to be 3 stages, so the version we played was far from complete.

cp_smbcastle2 - not a fan of it, plain and simple.

dm_quake_castle_b2 - kind of a silly map, perhaps I'll alter the cfg for it to be 5 minutes.

pl_terran_b1 - pretty huge amount of walking. Seems too easy to attack, excepting the last point, and has a few glitches like Red team not being able to get out as soon as setup starts.

tc_meridian_b5 - another map that could be interesting with a good deal of people, it's somewhat reminiscent of hydro, but it is different in a bunch of ways.

pl_woodland_b4 - thought it was a nice map, but a bit easy for defenders IMO

cp_generator_b2 - thought it was a solid map, although there seemed to be some mixed reviews on that one.

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Looks like the we are gonna have to change our name to Overclocked Frog.

That would rule.

10 - 14 days until they are shipped to me.

Current list of TUOUCOCRTF2P4JSTP Recipients:

EdgeCrusher

Zephyr

Bahamut (At least I think he said he wanted one)

Duckyboycantfly

Atmuh - Doesn't want one, but I think it would piss him off more to get one.

Bleck

!!

Dshu

Garian

SirChadly

Triad Orion

Sensai

SecretAgentMan

Meeting_Gman

Powerlord

Zircon

Le Optik.

Ultimasta

Tom

Depo 007

Vivi22

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I REALLY didn't like generator. The spawns were wayy too accessible to the enemy and extremely far from the final cap. I do like the majority of the map layout, I just think that the spawn should be directly beside the final cap like in Well/Fastlane, or near enough to it that it's possible to stop MOST caps, as in Badlands and Granary.

I did like Woodland, it was pretty solid although I had some issue on the second map where blue had a route to flank red that red basically had very little to counter with short of stacking a pyro AND sentry underneath that window, firing at all times-- which takes away from the number of players able to stop the cart as well as being monumentally boring for the guy who's on window duty.

I didn't really get to see any other maps, except for the quake map which was kinda silly, and spawning inside an enemy to get backstabbed SUCKS.

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