OK, I'm an idiot

Discuss all things related to our custom map 32 player ONS server
DW_ToxicWaste
Site Admin
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Joined: Tue Dec 27, 2005 12:00 am

But Urtho can't laugh at me too much, because he never told me this :drunken:

I can set goalscore and time limit on a PER MAP BASIS.

Which means I can set bitchslap for 2 points with 10 minute rounds, and I can set a traditionally short map lika apocalypse, with 3 points and 15 minutes.

So give me some feedback on map times and points. Let me know if I should change any. If you want to see an example, Stormy Weather is 3 points for a victory.

Rich (TW)
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Spambox score limit 4, round time (does it matter?)

Dreamuses, bitchslap, bga-core, primevil, ect. Score limit 3 round time 12.

I think maps should try to be around 30-35 min.
Last edited by DW_Hornet on Thu Sep 21, 2006 1:27 pm, edited 1 time in total.
Zax_Gentoo_Box
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Location: Caves of ice, Xanadu

Maelstrom (that map is friggin' huge!!) score - 2 time - 10
Spiffingrad (this map is friggin' awesome) score 3 or 4 time - 15
DW_Hornet
DW Clan Member
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Zax_Gentoo_Box wrote:Maelstrom (that map is friggin' huge!!) score - 2 time - 10
Spiffingrad (this map is friggin' awesome) score 3 or 4 time - 15
This isnt lets play a map for 3 hours cuase i like it thread. This is lets try to get maps into reasonable play time.
zeus
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DW_Hornet wrote:Spambox score limit 4, round time (does it matter?)

Dreamuses, bitchslap, bga-core, primevil, ect. Score limit 3 round time 12.

I think maps should try to be around 30-35 min.
I agree.. I think that the most a map should be in play is half an hour. If you have logs on each map, you could probably figure out the average of playing time per round and go from there.
Cams
Camper
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Location: Panama, Central America

I believe Toxic is talking about points and not rounds. Server is set to 2 points which is enough to get some maps up to 3 rounds and over 1 hour of play. Examples are well balanced teams at Dreamus 2, Minustankmeup and Dawn. This setting can lead to a max of 3 rounds if the first 2 are sent to OT. All this many of us already know.

The problem I see here is that with maps set to 3 points (and lets say 10 minutes per round) we would have the possibility of playing up to 5 rounds of the same map with 2 well ballanced teams, and therefore having 50 minutes + OT of the same thing. Quite tiresome IMHO.

The idea is to check which maps never, and I remark NEVER, go into OT and then raise the points to 3 and perhaps lower the time to 8-12 minutes.

Maps I've never seen in OT:
Spambox
Maelseverance
Utilitarian

Maps that will Always go into OT (with well balanced teams IMO):
Bitchslap
Dreamus
Standard Dawn
Dinora
Dria Gorz
Volcanohigh


Maps that could go into either way:
Spiffingrad
Deathdome
Chainisle
Urban
Sunrise
Minustankmeup
Dawn Gorz

Just my ramblings on the subject. :)
Cams.
Former NARC Crew.

Brabham Driver fo Life!
DW_Hornet
DW Clan Member
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Joined: Mon Mar 13, 2006 12:00 am

Well toxic would rather see maps go into overtime. One issue on our server is some maps are just over to fast with the 2 pt score limit. If we set the time section lower we force an ot and we atleast have 2 rounds of 1 map, instead of 1 round a map.

So according to your list, both sections under the heading, maps that will always, or go either way should have a lower timelimit. Also, a corrosponding increase in score limit.
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

Here's the thought:

I'm not necessarily looking for overtimes, and goal score would not help that anyway. What I want is for some of these quickie maps to go more rounds. Why? Well the longer a map goes for, the more likely you are to attact/keep people. What always happens at the end of a map, is players leave, sometimes 25%-40% of the players. So here's two scenarios.

Scenario 1:

1. 32 players on the server. Map ends, you lose 8 for the next map
2. 24 players, map ends in 2 mins. Server is not in the browser long with 24, so maybe we get one more player. with map ending, we lose 8 more players. 17 for next map.
3. Another quickie. Map ends in 2 mins. Get no one else, and lose 8 more players.

Result, empty server in 5 mins.

Scenario 2:

1. 32 players on the server. Map ends, lose 8 for next one.
2. 24 players. First round ends in 2 mins. Lose two people, but others want to stick around for revenge, and because they are in the groove of playing this map anyway. Next round goes on for a bit longer. 10 mins. You get four more people to join in that time. Round three, lose two more players, but gain another 4. Game over with 28 players on the server. I think you get the point.

IMO, the sweet spot for a hard fought battle on a single map is about 40-50 mins. That is 3 rounds @ 12-15 mins (with overtimes). Dreamus, D2, Minus, these are maps that are perfect with 2 point victory and 15 min time limits. I would leave these alone.

What I have seen too many times in the last few weeks is getting three "fast" maps in a row, where we lose people in the end, but don't play the map long enough to attract more people. What happens? Empty server in 3 maps.

In the past, it was not that big of a deal because there were so many players out there looking for ggs and we would fill up again pretty quickly. Now, there's quite a few less, and if one of the other "big" servers fill up, it's going to be a slow night.

So what I want to do is try and mitigate the speed at which some of these maps complete. I know it's not an exact science, as two well matched teams can make any map last, but we all know those speedy maps out there.

A perfect example is Crossfire. One team gets off to a good start, and the other team is toast inside of 3 mins. And Cross is not generally a map that is a long drawn out battle anyway. Cross is a good example of a map ripe for 3 point victory.

Ideally if Epic had the stas running, I could go pull out the map times and make some decisions from that. But that's another story.

Rich (TW)
DW_WailofSuicide
DW Clan Member
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This is great news.

Looking forward to a few more rounds on most maps (can you set Bitchslap to 1? Heh.)
Namu
1337 Haxor
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Joined: Tue Jan 03, 2006 12:00 am

I think if Toxic had his way he would set Bitchslap to -1.
Namu
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