atmuh Posted September 15, 2009 Share Posted September 15, 2009 Yes we should. I nominate taking out sawmill/nucleus/viaduct/yukon. heh heh Link to comment Share on other sites More sharing options...
EdgeCrusher Posted September 15, 2009 Share Posted September 15, 2009 I'll agree on the removal of viaduct and yukon. Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 Yes we should. I nominate taking out sawmill/nucleus/viaduct/yukon. I don't mind Nucleus as much, but I agree with the other three. Link to comment Share on other sites More sharing options...
Bleck Posted September 15, 2009 Share Posted September 15, 2009 viaduct is a great map Link to comment Share on other sites More sharing options...
Rambo Posted September 15, 2009 Share Posted September 15, 2009 viaduct is a great map Without the snow particle effect, viaduct is easily the best-structured KOTH map. Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 Actually yeah, I could go with Viaduct and lose Nucleus. I always goof around on Nucleus anyway. Viaduct can atleast provide interesting games. Link to comment Share on other sites More sharing options...
FireSlash Posted September 15, 2009 Share Posted September 15, 2009 I support keeping viaduct in the rotation. It's the only KOTH map that isn't plagued with terrible design flaws (nucleus), or game breaking bugs (vanishing sawblades in sawmill) yukon is meh... don't like it but I don't hate it. I think do agree that the rotation needs some love though. Current rotation: koth_viaduct cp_granary pl_badwater cp_badlands ctf_sawmill cp_gravelpit pl_goldrush cp_yukon_final ctf_2fort cp_follower cp_dustbowl plr_pipeline cp_steel ctf_turbine tc_hydro I'd like to axe hydro, pipeline, and sawmill, maybe add cashworks. If anyone has a custom they'd like to suggest, now's the time. Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 Oh god I forgot about Pipeline and Hydro. I can't remember the last time I've played Yukon with a full server, so I don't know how I feel about that map truly. I don't think I've even played Cashworks Link to comment Share on other sites More sharing options...
Rambo Posted September 15, 2009 Share Posted September 15, 2009 I don't think I've even played Cashworks I hope you have a high end computer! EDIT: I was in another server the other day, and when a map vote came up, it displayed the number of votes for each respective map as they rolled in. Anyone know if this could be implemented on the OCR server? It would to some degree solve maps winning with low percentages. Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 I hope you have a high end computer! Nope. 8D I'm constantly around 15 - 20 fps Link to comment Share on other sites More sharing options...
Trianine Posted September 15, 2009 Share Posted September 15, 2009 breaking bugs (vanishing sawblades in sawmill) Despite Atmuh's claim that my fix does not work for the sawblades, I tried it just yesterday and it worked. Is there some other problem going on with the sawblades not showing up on some cards/settings. Link to comment Share on other sites More sharing options...
Rambo Posted September 15, 2009 Share Posted September 15, 2009 Nope. 8DI'm constantly around 15 - 20 fps That's my regular frame rate too. Sections of Cashworks might drop you to 7-8. Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 Is Cashworks the payload map that has an unncessary amount of crap at the final point? Link to comment Share on other sites More sharing options...
Bleck Posted September 15, 2009 Share Posted September 15, 2009 cashworks is the payload map that has an unnecessary amount of crap EVERYWHERE rambo is not joking when he says you need a high end pc Link to comment Share on other sites More sharing options...
DarkeSword Posted September 15, 2009 Share Posted September 15, 2009 Viaduct is great. Cashworks is poops. Link to comment Share on other sites More sharing options...
SporkNinjaDraken Posted September 15, 2009 Share Posted September 15, 2009 ... I dub my map Turtle Fort. It'll be done in a week or so. Link to comment Share on other sites More sharing options...
Powerlord Posted September 15, 2009 Share Posted September 15, 2009 As for the map rotation, it'd be great if the following were gone: Hydro, Sawmill, Follower I don't mind nucleus that much. Yes, there is a problem with sniping due to the way the map is arranged... exiting via the right door in particular. A lot of people have FPS problems with Viaduct due to the snow. It should be removed for that reason alone. Cashworks... also has FPS problems. Yukon: It's not a bad map, in my opinion. It does seem a bit easy to steamroll, though. As for maps to add to the rotation, I suggest: cp_furnace_b4 (this is actually by the guy who made yukon, iirc) cp_waste (we've played pl_waste before, but not cp_waste) cp_well (Everyone likes well!) koth_harvest I almost wouldn't mind trying cp_toy_fort_alt3 to see if it fixes the problems with toy fort elite. Link to comment Share on other sites More sharing options...
Rambo Posted September 15, 2009 Share Posted September 15, 2009 cp_furnace_b4 (this is actually by the guy who made yukon, iirc) cp_well (Everyone likes well!) koth_harvest I'm for these. I'd rather Yukon get scrapped over follower. Link to comment Share on other sites More sharing options...
atmuh Posted September 15, 2009 Share Posted September 15, 2009 hello update Link to comment Share on other sites More sharing options...
Powerlord Posted September 15, 2009 Share Posted September 15, 2009 hello update Here are the notes: If the installation is an HLTV relay we allow clients to connect as HLTV clients even if tv_enable is set to false. A recent exploit fix made it such that we ignore the flag indicating that the client is an HLTV client if tv_enable is false, but it is possible that relays won't have this ConVar set Additions / Changes Backpack improvement Added support for 100 slots in the backpack Backpack can now be sorted by type Multi-selection in the backpack is now done by holding down the Ctrl key Alt-fire on the Sandvich now drops sandviches A single sandvich can be dropped at a time. Dropping the sandvich removes it from the Heavy A Heavy can regain his sandvich by collecting a healthkit while already being at full health Eating a sandvich using the taunt method now heals a Heavy to full health Dropped sandviches heal 50% of the collector's health Medic regen changes Base regen amount increased from 1/sec to 3/sec Regen amount increase since time of last damage decreased from 3x to 2x End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec Blutsauger Replaced "No critical hits" negative attribute with "-2 health drained per second on wearer" Health drain stacks on top of the above Medic regen changes, lowering the base regen by 2h/sec Added "mp_windifference" server ConVar (default to 0) When set to X, matches will be considered won if a team gets X points ahead of the other team Added a "Remember the active weapon between lives" option to the Multiplayer->Advanced options dialog Added "Disable weather effects" option to the Multiplayer->Advanced options dialog Added "Show non-standard items on spectated player" option to the Multiplayer->Advanced options dialog If set (default), it'll show non-standard items being carried by the player you're spectating Tournament mode changes New item whitelist allowing tournaments to control what items can be used by players Added "item_whitelist_example.txt" Added "item_show_whitelistable_definitions" command to get a list of whitelistable items Added Tournament mode Spectator HUD Added "Use advanced spectator HUD in tournament mode" option to the Multiplayer->Advanced options dialog Shows all the members of your team (or both if you're a spectator) at the top of the screen, along with class/health/respawn time/charge level Spectator indices are now shown on the team members, and hitting the corresponding weapon selection key (slot1-slot12 commands) will spectate them Changed idle player check to include spectators & players who haven't chosen a team Bug Fixes Fixed explosive radius detection using an axially aligned box instead of a sphere Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB Grenades/Pipes radius change: 132->159 Rocket radius change: 121->146 End result of above: Explosives have had their radius reduced at some angles, and increased at others. Radius is now consistent, angles are now irrelevant [*]Fixed Sniper using the reference pose if he has the Huntsman deployed when his team loses [*]Fixed Spies speaking their response rules lines after killing a player as the class they were disguised as [*]Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team [*]Fixed the Huntsman not firing crit arrows when the Sniper is being CritBoosted [*]Fixed being able to fire the Huntsman under water if you jump into the water with the arrow charged [*]Added check to prevent clients using the "firstperson" command to get out of thirdperson view while they're phasing, taunting or control stunned [*]Fixed Halo glow effect not being hidden for cloak/disguised enemy Spies [*]Fixed wearables not destroying their attached particles when they're removed [*]Fixed several player & viewmodel simulation issues that occurred when the game was paused [*]Fixed a DX8-based exploit that allowed modified particle effects to work under sv_pure 2 Community Requests Added the entindex() of the object being built to the "player_builtobject" game event Added flag to allow CTF map authors to turn off the Overtime mode when timers expire Added IgnitePlayer input to TFPlayer Link to comment Share on other sites More sharing options...
Sensai Posted September 15, 2009 Share Posted September 15, 2009 Aaaaaaaaaaaw....they updated the Medic but not the Heavy. I was hoping all the updates would come out at once, but I suppose this is alright. [Edit:] Also, I'm not entirely sure why we have the Backpack thing if they're going to raise the number of maximum items held. I suppose it's cool to be able to see your weapons all lined up like that, but I really thought it was to make you think about what you really wanted for your characters. /shrugs. Link to comment Share on other sites More sharing options...
atmuh Posted September 15, 2009 Share Posted September 15, 2009 Also, I'm not entirely sure why we have the Backpack thing if they're going to raise the number of maximum items held. I suppose it's cool to be able to see your weapons all lined up like that, but I really thought it was to make you think about what you really wanted for your characters. theyre silently admitting that was a horrible idea Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 Added "Disable weather effects" option to the Multiplayer->Advanced options dialog oh god yes Link to comment Share on other sites More sharing options...
Powerlord Posted September 15, 2009 Share Posted September 15, 2009 I forgot to mention: I rebooted the server already to apply this. I do think the Sandvich change is interesting. Also, the Heavy change hasn't been made yet, because it's a new item (isn't it?) rather than just changing an old item. Same reason the Engineer change isn't there yet. Link to comment Share on other sites More sharing options...
A Random Tiger Posted September 15, 2009 Share Posted September 15, 2009 Late reply to Powerlord. I'd like to see the CP Waste. And Furnace again. Link to comment Share on other sites More sharing options...
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