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CSS Server Map Cycle
By: [KM]Sneg_ Date: 30/04/2008 22:34
  Status:
Expert Boarder

Posts: 215
graphgraph
Once the server goes back online, I think we need to review our out-of-date map cycle, which needs some fixing. My ideas include removals of some maps and additions of interesting maps, which could serve as worthy alternatives to removed ones.

- de_chateau. Lets just face it. No-one likes chateau. And that's why last Sunday with 24 people on the server it was instantly changed by G-Rox to a different map.
- cs_havana. REMOVE.
- Other custom maps should be reviewed by admins, some of them aren't being played at all.

<> de_contra - our server and match server has some weird version installed, it differs from almost all other servers, this makes us download the map when we play away and makes other players download our map. Should be fixed.

+ de_crane - challenging map, which is sometimes used for matches, nice addition to de collection.
+ de_strike_rc4 - another interesting map, which is often used for matches.
+ de_russka - Official CEVO map.
+ de_tuscan - Official CEVO map.
+ de_rush - very nice looking map, which can offer fast-paced action.
+ de_pyramid_css - very simple map, which reminds me of losttemple, interesting and fast-paced.

I played on all maps except tuscan and they are all pretty good. I added tuscan just because its another CEVO official map and should be worth checking out. It doesn't mean add all these, but atleast a couple of maps from this list deserve to replace some shit maps we got in our map cycle.

See you all on the servers.
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Re:CSS Server Map Cycle
By: Commanche Date: 01/05/2008 02:09
  Status:
Platinum Boarder

Posts: 1431
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Chateau was changed because we were all harrassing him to change it to a map that would keep people on and get more on. It's on too often and isn't generally tolerated as d2 is.

contra AND mill are "wrong" versions. both empty the server faster than grox's sense of humour

Strike is good!

Just be careful with the maps. Too many customs are bad for visitors.
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Re:CSS Server Map Cycle
By: [KM] + FROG + Date: 01/05/2008 08:54
  Status:
Admin

Posts: 4721
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Im sure i took the "wrong" versions out of the shit mani voting system so im guessing an admin changed to the old versions

I think we have around 5gb of maps sitting on the CS server and ive been meaning to kill them for a long time.

I planned to do it when i completely rebuilt the server to run only on KMSP and make a map pack and stuff for people to dl... but KMSP development has slowed to a crawl recently due to my time problems.

If you guys can all decide on a decent map cycle and vote list i will install it for you.

I need 3 things:
1) A list of all the maps you want on the vote
2) A list of all the maps you want installed but not on the vote
3) A list of valve maps to use as the default cycle when the vote fails

When listing a map please provide NNTR (no need to register) download links

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Re:CSS Server Map Cycle
By: [KM]Sneg_ Date: 01/05/2008 11:16
  Status:
Expert Boarder

Posts: 215
graphgraph
Ok, I will be brave enough to compile a map cycle. Other people can either criticise, and we will go from there or recommend their alternatives.

On vote maps:
de_prodigy
de_nuke
de_aztec
de_piranesi
de_train
de_inferno

cs_italy
cs_compound
cs_office

de_inferno_pro * replaces de_inferno_old
de_losttemple_pro * stays
de_cpl_mill * fixed
de_cpl_fire * stays
de_contra * fixed
de_strike_rc4 * stays
de_rush * new
de_crane * new
de_crossfire_final * stays

Off vote maps:
de_dust2
de_cbble

When vote fails map cycle:
de_aztec
de_dust2
de_cbble

cs_office
cs_italy


So the half of our vote map cycle are custom maps, IMO good ratio. In addition to that, most of these are well known and are chosen for matches.
de_dust2 + de_cbble - good maps but I think should be left for when vote fails, there are plenty of 24/7 servers.
de_dust should be left out, I think, biased map and people hardly ever work together on it, so when you have more than 7 people on each side Terrorists end up camping spawn and snatching a few rounds when some good player actually persuades everyone else to rush out.
3 most popular cs maps, 2 of them are on vote-fails list just to spice it up a little bit. There is cs_office_unlimited, which works very well with servers with 20+ on each side, but unfortunately we don't get that many players on KM nowadays, so putting such a big map on the server is useless.

Please note that contra and mill are fixed versions, contra is called pure (had problems with loading some textures) and cpl_mill is called noexploit (low gravity exploit fixed).

One change I am unsure about is removal de_inferno_old. I LOVE OLD INFERNO! But unfortunately de_inferno_old is a very old map, with several known exploits, several missing textures, no support from original author and, lets face it, is hardly ever played anywhere. Basically, its a thing of the past. A replacement is another CEVO map called de_inferno_pro. It's basically inferno but it doesn't look that fancy, so your PC doesn't turn into cheese when you play it and its got some nice changes, which are influenced by old-school inferno. And its got support So might aswell try putting that on the map cycle.

All feedback is welcome. Lets build the best mapcycle ever.
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Re:CSS Server Map Cycle
By: [KM]Sneg_ Date: 01/05/2008 11:29
  Status:
Expert Boarder

Posts: 215
graphgraph
A link to an archive with all maps discussed in this topic will appear in this post soon.

You may download ALL custom maps mentioned in the map cycle using this link ( 80.8 MB ). The archive includes .nav files for every map. If .nav file is missing it means it is stored inside .bsp.

This link will be accessible for 7 days only.

I am uploading another archive now, it will include other maps, which I decided not to include in the map cycle but which you might find interesting to look at (de_russka, de_tuscan and de_pyramid_css).

I had a look at tuscan while creating a .nav file for it. It appears to be cpl_mill in disguise. AFAIK, CEVO tournament organizers aren't allowed to use CPL maps so they had to come up with their own arenas. Tuscan is basically mill re-textured to look like a mediterranean town with a couple of minor changes to several approach paths.

Other custom maps I recommend ( 33.1 MB )
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Re:CSS Server Map Cycle
By: Commanche Date: 01/05/2008 13:14
  Status:
Platinum Boarder

Posts: 1431
graphgraph
[KM] + FROG + wrote:
KMSP development has slowed to a crawl recently due to my employment problems.

fixed
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Re:CSS Server Map Cycle
By: zatoichi Date: 01/05/2008 15:31
  Status:
Platinum Boarder

Posts: 692
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map threads ...

KM has had the old contra and mill versions for months, told admins and other members many times but nothing's been done ... whenever either come on the server empties.

don't know what NNTR links are so you won't be getting any.

Maps like shitaly and shiteau are on the server way too often.

cs_jailbreak is a great cs map which is alot of fun

I don't think adding inferno_pro is a good idea. the new inferno is a great map, i think a server only needs one version of a map.

strike is loads of fun to play and ive already seen it on KM

de_losttemple_pro is another great map for rotation

de_rush is shit. played it quite a bit and it's boring as hell with horrible design imo

played crane a bit on FM. It's not bad, nothing special, night be fun on a smaller server.

maps like havana or militia should be removed. they are very unpopular.

a big problem with KM server is the mapvote system. Almost every vote has 1 viable option, followed by 5-6 really crap customs.

AWPwhores ftw ... flame called me a noob
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Re:CSS Server Map Cycle
By: [KM]Sneg_ Date: 01/05/2008 15:39
  Status:
Expert Boarder

Posts: 215
graphgraph
> a big problem with KM server is the mapvote system. Almost every vote has 1 viable option, followed by 5-6 really crap customs.

That's exactly what we are trying to tackle here. You can try making scripts clever and look at map popularity , etc, but a much better option is to just come up with a better map cycle and chuck the crap options away.

If any other players tried rush and they think it isn't worth it, please give a shout. We can reconsider and stick pyramid_css or something instead of it.

I will look into jailbreak aswell.

Thanks, Zat.
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Re:CSS Server Map Cycle
By: [KM]Equazion Date: 01/05/2008 15:55
  Status:
Gold Boarder

Posts: 393
graphgraph
i agree with zat tbh



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Re:CSS Server Map Cycle
By: [KM] Jack Date: 01/05/2008 21:25
  Status:
Senior Boarder

Posts: 109
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I dont think this should be in the cycle and possibly not in the vote. But we could do with an aim map or two. By that I mean aim_ak type, not the texture ones.


http://halflife2.filefront.com/file/CS_Source_AIM_Ak_Colt_SD_Map;50085

I would also avoid putting any none standard maps on auto rotation. If theres demand for them let it be shown by a vote.

With reference to sneg map list, prod and nuke are fairly well recieved maps and would do well in main rotation. (then again maybe I just like them )
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Re:CSS Server Map Cycle
By: hudson Date: 02/05/2008 14:17
  Status:
Junior Boarder

Posts: 36
graphgraph
I dont like the vote list . It usualy only has one map worth voting for . maybe if you could throw in some more standard maps into the vote . its usualy 1 standard and the rest are customs .

or I think you should turn your server into a 24/7 havana server ftw !!

UNBAN HUDSON !
FIGHT THE CAUSE @ WWW.FREEHUDSON.COM
~ Neil Wong ; Hudson campaign manager ~


http://steamcommunity.com/id/op2Hudson
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Re:CSS Server Map Cycle
By: [KM]Sneg_ Date: 02/05/2008 16:44
  Status:
Expert Boarder

Posts: 215
graphgraph
Just clear out some concerns about d2 not being up too much if we remove it from the vote list. The aim is to have only a very small number of maps on default rotation. For example, de_cbble and de_dust2. All other maps are going to be triggered by vote only. That's 50% chance of de_dust2 appearing if vote fails.

In order to achieve this effect I recon we can remove cs maps from main map rotation. If all fails, d2 can always be moved back onto the voting list.

Regarding rush. Now 3 people are against it, so it will not be on the map list. Instead I am putting de_pyramid_css, which I think is fun.

Adding a good aim map is certainly not a bad idea, I will check that map out, Jack. Maybe add it or replace pyramid_css, just not to skew the default:custom ratio.

More feedback please! The more feedback I receive and more maps you nominate the better!
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Re:CSS Server Map Cycle
By: zatoichi Date: 03/05/2008 10:48
  Status:
Platinum Boarder

Posts: 692
graphgraph
aim maps are excessively annoying on servers with more than 2 players because it ends up not being an amin map but a camp fest. Also I doubt most of the regulars on KM are looking for aim maps when they come on.

AWPwhores ftw ... flame called me a noob
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