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Control point win count

 
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Greg
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PostPosted: Fri Aug 19, 2016 8:35 am Post subject: No icon Control point win count Reply with quote

Hey recently on the servers whenever a cp map gets voted for it always ends up a steam roll on the actual map, as well as this i think the win limit count should be raised to 3 or even 5 (due to the rolls), usually these maps last about 4 min. Also it seems to make more sense of having a 3 limit count than the 2 count because it would ether be a 2-0, or draw which doesnt allow the team that may have lost a round a chance to actually make a comeback.
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PostPosted: Fri Aug 19, 2016 10:07 am Post subject: No icon Re: Control point win count Reply with quote

Yes I do remember us changing this a good while back mainly for pl maps "I think" However i do agree 3 is the minimum it should be as what you state is true. I will go change this now as its how it should be really to make things fair and also achieve a winner in some cases.  Rolling Eyes
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PostPosted: Fri Aug 19, 2016 11:25 pm Post subject: No icon Re: Control point win count Reply with quote

Binksy, is there any way we can keep the payloads maps back on 2 rounds ans still having cp maps on 3 ?
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PostPosted: Sat Aug 20, 2016 10:47 am Post subject: No icon Re: Control point win count Reply with quote

There is kaibz, but it would have to be a map.cfg for every map that requires a different setting to the server.cfg, which we made 3 rounds max yesterday.

Unfortunately valve don't give us a pl setting or a cp its an overall setting unless we make a map.cfg for all pl maps or any other maps that don't happen to work well set on 3.  Wink
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PostPosted: Sat Aug 20, 2016 7:58 pm Post subject: No icon Re: Control point win count Reply with quote

Honestly the 3 rounds setting has been very frustrating so far, as we always hit the time limit before the 3 rounds are reached on cp maps but more importantly, when we get 3 rounds on a payload map, people get bored on the third round and then leave, the other who stay try to rtv, but players who just join  dont want to rtv so more players leave and so on...I mean everything worked great before with just 2 rounds and now it's just painfull honestly.

EDIT: Just like zzzzzzz, i don't mind making the cfg files for each payload map either, if you just give me one example of what is needed for one map i'll do the rest.


Last edited by Kaibz on Sat Aug 20, 2016 9:12 pm; edited 1 time in total
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PostPosted: Sat Aug 20, 2016 8:59 pm Post subject: No icon Re: Control point win count Reply with quote

You have a "maplist.txt" on the server right? Give me that and I'll make the configs I guess. Also your server.cfg to make sure everything will work as expected.
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PostPosted: Sun Aug 21, 2016 2:28 am Post subject: No icon Re: Control point win count Reply with quote

Kaibz wrote (View Post):
EDIT: Just like zzzzzzz, i don't mind making the cfg files for each payload map either, if you just give me one example of what is needed for one map i'll do the rest.


It may be better to set the default to 2 and make individual configs for the maps requiring 3 as the are more PL then 5CP maps played on the server (49 - 45).  This would also mean any new maps or rarely played game types will default to 2 wins instead of 3.  DaV and some others on mumble talked about writing a python script to avoid the need to manually write all those config files (and update them as new maps come along) so that may also be worth doing.
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PostPosted: Sun Aug 21, 2016 9:28 am Post subject: No icon Re: Control point win count Reply with quote

Well if you do, it's mp_winlimit 2 and mp_maxrounds 3. This makes the games a "Best of 3" rather than always 3 rounds, as kaibz already mentioned 3 rounds can last a long time. This can be applied to KOTH maps as well.
And you'll need to filter out A/D maps, they need the default as well.
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PostPosted: Sun Aug 21, 2016 11:02 am Post subject: No icon Re: Control point win count Reply with quote

We will have to look into this obviously, I may have some old map.cfg files which are not hard todo from scratch! and do not take to much time since they only need 1 cvar inside them which would be. mp_maxrounds 2 or 3 if we decide to add the maps that require 3 and not 2 which ever is the best route.

Just a note! "mp_winlimit" works different to what I think you think! for instance goldrush 1st stage is 2x points to cap that's 2 winlimit reached, so the map would end at the end of 1st stage not good!

Anyway leave it with us we will fix this issue Smile
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PostPosted: Sun Aug 21, 2016 12:06 pm Post subject: No icon Re: Control point win count Reply with quote

I meant winlimit 2 + maxrounds 3 to applied to symmetric CP maps (also koth), not pl maps. The normal values that we've used so far should be applied to pl maps and non-symmetric CP maps. This makes it so that on a 5cp map, on a round score of 1-1 there will be a 3rd decisive round, but on a score of 2-0 the map ends. I've tested this.
And please don't forget about the requests in the other thread.
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PostPosted: Sun Aug 21, 2016 7:41 pm Post subject: No icon Re: Control point win count Reply with quote

I think whatever the case may be, for now the priority should be reverting the settings to 2 rounds per map. If a map.cfg can be set up to accommodate CP maps then that's great, granted someone is willing to put the work in to maintain that. Right now though the 3 rounds are burning people out on payload maps, and the 3rd round usually consists of people just trying to get it RTV'd so we can move on. The server is dying down particularly early because of this (about 3 hours earlier than usual, so quite severe), whereas before it would retain players well into the late evening.
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PostPosted: Sun Aug 21, 2016 10:53 pm Post subject: No icon Re: Control point win count Reply with quote

kaibz has also asked for maxrounds to be put back to 2 so it has been, at least until we sort out something  Wink
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