First of all I want to thank all the members/ admins/ leaders/ etc. for this very very active community of a game that`s statically "dead".
Second of all I see that already great suggestions about new rotations are made, but I am wondering about the terms a map will be added in the rotation?
When you say "the terms", you mean how long it will take before a map will be added to the rotation?
Well for now, I don't think I'll add any map before the mod is updated, simply becuase some maps might work now and not with the update, or the contrary. And I don't want to lose time testing this, because I don't have this time (because of studies etc etc.).
You (UFaced) removed maze1 because it`s a hell for assassins, but why not removing Lolzor1 (no wallbanging possible) and Poolday (not enough opportunity to wallbang because of spawning place guards)? Or what about putting those 3 maps in the rotation but on a very low frequency? I really do not have an idea if that is possible.
Quick answer: Maze1 was worse than lolzor and poolday (for assassins).
I will be able to disable specific hardpoints in the next update of the mod, which I will surely do for lolzor, poolday and maze1, so it should be funnier for everyone to play those maps.
Also with the update, it will be possible, when a map was just played, to choose that it won't appear in the vote for the next X maps (X = 1 or 2 or 6 or whatever I want). So yeah it will be possible to increase map diversity on the server.
But currently, the reason lolzor and poolday appear so much in the vote, is because the server population has decreased. Because the maps appearing in the vote depend on the number of players online. There are a lot of maps in the rotation which are great but never played, because they would appear only for 20+ or even 25+ people. I don't want to make them appear in the vote when there are less players online, because usually it results in a population drop because the map is too big for the number of players.
But trusted players can still call votes for those maps (that's one of the reasons why I enabled voting for trusted players), and see what happens.
off topic: Can someone explain to me, or give me a link of an excisting thread, why it is NOT allowed to spawnrape guards, but it IS allowed to spawnrape guards? Assassins weapons and health is less in comparison to that of guards. In my point of view it doesn`t make sense. Thank you for your anwer in advance.
The answer is easy, it's because it's much more frustrating to die as a guard than as an assassin. When you die as an assassin, you just remain an assassin. It's very easy to be in the assassin's team. When you become guard again (because you were killed by king), you're happy, but no, some spawncamper kills you and you're assassin again, and it's much more difficult to become guard once again.
There are a few other arguments which I used in the past but won't take the time to write them again. Maybe someone can find the post where I wrote them, idk.
- set rotation_1_5 "mp_crash;mp_uprise;mp_nuketown;mp_poolday;mp_shipment;mp_bazaar;mp_showdown;mp_modern_rust;lolzor;mp_portalhouse;mp_killhouse;mp_warehouse;mp_zombie_box;mp_archway"
- set rotation_6_10 "mp_convoy;mp_crash;mp_nuketown;mp_strike;mp_castle_v1;mp_bazaar;mp_uprise;mp_nuketown;mp_meanstreet2;mp_shipment;mp_showdown;mp_modern_rust;lolzor;mp_slide;mp_portalhouse;mp_zombie_ski;mp_killhouse;mp_warehouse;mp_base;mp_archway;mp_lake"
- set rotation_11_15 "mp_convoy;mp_crash;mp_strike;mp_nuketown;mp_castle_v1;mp_bazaar;mp_poolday;mp_uprise;mp_meanstreet2;mp_4t4scrap;mp_beta;mp_firingrange_v2;mp_lpost;mp_showdown;mp_modern_rust;mp_grinder;mp_lalus_poolday;mp_foxhunt_ruins;mp_killhouse;mp_base;mp_archway;mp_lake"
- set rotation_16_20 "mp_convoy;mp_crash_snow;mp_strike;mp_cargoship;mp_highrise;mp_nuketown;mp_castle_v1;mp_bazaar;mp_meanstreet2;mp_compact;mp_uprise;mp_4t4scrap;mp_beta;mp_lpost;mp_modern_rust;mp_grinder;mp_lalus_poolday;mp_carentan;mp_foxhunt_ruins;mp_summit;mp_poolday_v2;mp_toujane_v2;mp_dome;mp_lake;mp_outset"
- set rotation_21_25 "mp_convoy;mp_crash;mp_strike;mp_highrise;mp_castle_v1;mp_bazaar;mp_meanstreet2;mp_uprise;mp_nuketown;mp_4t4scrap;mp_aosta_valley;mp_burgundy_bulls;mp_lpost;mp_luna2;mp_southpark;mp_shipment2;mp_carentan;mp_foxhunt_ruins;mp_summit;mp_poolday_v2;mp_matmata_v2;mp_toujane_v2;mp_ctan;mp_bakaara;mp_dome;mp_dust2_classic;mp_fav;mp_mw2_term;mp_bo2_town;mp_seatown;mp_slick;mp_lake;mp_outset"
- set rotation_26_30 "mp_convoy;mp_crash;mp_strike;mp_highrise;mp_castle_v1;mp_legotown;mp_bazaar;mp_meanstreet2;mp_uprise;mp_nuketown;mp_4t4scrap;mp_aosta_valley;mp_burgundy_bulls;mp_lpost;mp_luna2;mp_southpark;mp_shipment2;mp_carentan;mp_summit;mp_matmata_v2;mp_toujane_v2;mp_ctan;mp_bakaara;mp_dome;mp_dust2_classic;mp_fav;mp_mw2_term;mp_bo2_town;mp_seatown;mp_slick;mp_outset"
- set rotation_30 "mp_convoy;mp_crash;mp_strike;mp_highrise;mp_castle_v1;mp_legotown;mp_meanstreet2;mp_4t4scrap;mp_aosta_valley;mp_burgundy_bulls;mp_lpost;mp_luna2;mp_southpark;mp_shipment2;mp_carentan;mp_garena;mp_summit;mp_matmata_v2;mp_toujane_v2;mp_ctan;mp_bakaara;mp_dust2_classic;mp_fav;mp_mw2_term;mp_seatown;mp_slick;mp_outset"
Alles anzeigen
Note: "rotation_30" exists because before, the server had 40 slots (it will have again 40 slots after the update btw).