Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #3079
    New changes made and a new map suggestion:

    Redstone:
              Removed small props(engineer gib hand, engineer guitar) and various other props from the rotation.
              Added more props to better suit the map.
    Link to new config can be found here:
              https://dl.dropbox.com/s/xi1o2l5s3mt8gdx/ph_redstone.cfg?dl=1

    Manor:
              Modified config to better suit the map: no more invisible props, crazy hitboxes, etc.
    Link to new config can be found here:
              https://dl.dropbox.com/s/yu1rab8rlgprxi9/ph_manor.cfg?dl=1


    New Map Suggestion: ph_Medieval

    Link to map:
              https://dl.dropbox.com/s/1u1gseeip3d9ry9/ph_medieval_a3.bsp?dl=1
    Link to config:
              https://dl.dropbox.com/s/8oeyvf3dpmawbc5/ph_medieval.cfg?dl=1
  2. Re: Map Rotation / Map Suggestions

    #3096
    Is medieval the giant map?
  3. Re: Map Rotation / Map Suggestions

    #3097
    It is a large map, has it been on Saxton Hell before?

    Also, Hanger and Trainset aren't good. Hanger isn't finished, and you can get to some eccentricly cheap areas. Trainset doesn't flow well and provides most players with a framerate issue that is unfixable, along with the BLU spawn door closing on them.

    There is also a newfound way to get out the map on ph_oasis as a prop.
  4. Re: Map Rotation / Map Suggestions

    #3098
    Trainset and hanger were long deemed shit maps. If medieval starts in the fort castle thing and then has a giant outside downstairs area + water area then I think it should be taken out too. Juz sayin.
  5. Re: Map Rotation / Map Suggestions

    #3104
    Removed the following maps:

    ph_trainset_a3
    ph_hanger18_b2

    Can't know good without the bad, I suppose.

    Added ph_manor_event_a1 back into the rotation.

    I've also updated to the configs posted for redstone and manor.
  6. Re: Map Rotation / Map Suggestions

    #3124
    Thanks Voided!
  7. Re: Map Rotation / Map Suggestions

    #3325
    Suggestion: Remove cyberpunk.

    All of the props are either really small relative to the size of the map (TV, small chair, water cooler) or really big (large lamp post, strider, telephone pole). Some of the props aren't aligned correctly with the player model so that if you stand in a corner of a building your prop appears outside of the building. Standing with the large lamp post in the music room comes to mind; you can't see the telephone pole at all when you're standing in the same room as the prop. Also, it's disproportionately easy for the props to hide - there's at least 10 spots I've never been found in despite playing roughly 100 hours of the map with people better than myself.

    Suggestion: Remove ph_medieval or increase the time drastically. I prefer the latter.

    It's a fairly well designed map but it's huge and full of secrets (e.g. fake walls) and even a full team of 15 struggles to cover half the map in the allotted time. Suggested round time: 5:30 + the 30-second setup, 6 minutes total per round.


    Suggestion: Add ph_tundra.

    Pros: Well designed map, balanced props, has a snowman that kills you (:D), and NO SECRETS. Oh, yeah, there's sone fairly neat spots too. :)

    Cons: Yet another map that demos can 2-sticky right to red spawn and wipe out half the red team, because, let's be honest here, why would anyone ever hide anywhere other than red spawn?
  8. Re: Map Rotation / Map Suggestions

    #3346
    Shooter` wrote View original post
    Suggestion: Remove cyberpunk.

    Suggestion: Remove ph_medieval or increase the time drastically. I prefer the latter.

    Suggestion: Add ph_tundra.


    Agree 100%

    Agree 100%

    Don't know enough about the map.
  9. Re: Map Rotation / Map Suggestions

    #3348
    box wrote View original post
    Agree 100%

    Agree 100%

    Don't know enough about the map.


    It's one of the maps I've rarely seen (if ever) off of SourceOP, and I know you don't go there much; it's the wide open snowy one with the two story building on the CP and the snowman that kills you. Lots of trees and a few random shacks. And a frozen lake with a train.
  10. Re: Map Rotation / Map Suggestions

    #3363
    I agree with giving medieval a longer time limit. Although huge, it is a fun map nonetheless.


    As for cyberpunk, people have constantly asked for it almost on a day to day basis. There was even a group tag BBCP for "Bring Back CyberPunk" at one point in time. People who frequent the server clearly want the map in the rotation.

    Now, on the other side of things, people hate cyberpunk. Mostly for the spots that people are rarely found in. If these spots are such a problem with the map, I'm sure the Zones plugin could easily encourage people not to hide there, provided the spots are shown to someone who can implement the plugin.
  11. Re: Map Rotation / Map Suggestions

    #3366
    Additionally, I believe the opinion to remove cyberpunk was made hastily. It was added back with some modifications to the prop list, and I've added the zones plugin which will prevent people from abusing the door in the music room. We can also make more modifications to the prop list, and removing the map should be the last resort after exhausting all other options.

    As for the rest, I'll see if I can increase the timelimit on medieval and add tundra to the rotation sometime tomorrow when I have free time.
  12. Re: Map Rotation / Map Suggestions

    #3399
    Added ph_tundra_b5 to the rotation, and increased the round timer on ph_medieval_a3 to 6 minutes.

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