Hello All,
Right I've done my home work, been on other servers and spent some time just thinking about major improvements to the TF2 servers and have produced the following report which is designed to improve and optimise the TF2 servers in order to stimulate and preserve our current player base and visitors.
I'm going to keep this very objective and try not to ramble on too much about the reasons behind these suggestions.
1. Map Rotation.
Code:
cp_badlands
cp5_gorge
pl_goldrush
koth_lakeside_final
pl_dustbowl
cp_steel
cp_granary
pl_badwater
plr_nightfall_final
cp_fastlane
pl_frontier_final
cp_gravelpit
cp_coldfront
cp_granary
plr_hightower
This is my new layout for the rotation, which doesn't involve removing the less popular maps, but instead balances out the layout out them so they are spread out between popular maps. This is designed to encourage people to "stick out" the less popular maps, as they know a "good one" is coming up next and help stablise drops in players (as two "bad" maps in a row can be potentially fatal). I have also suggested we re-insert hightower into the mix as there is no longer a reason to exclude this if nightfall is still in rotation.
However, can we please double check it has the same time limitations as the other PLR maps, it shouldn't go on any longer than 2 rounds (or 10-15mins max). Thank you.
2. Specific Map Optimisations
Can we make
cp_Gravelpit last only 2 rounds. So each team has a chance to attack and defend and that is it. Make it short and sweet to avoid a grind, as I have witnessed this map going on for too long can reduce player numbers.
This idea has been kicked about by some admins (and I have seen it work on some other servers), which is to make
cp_dustbowl only last for 1 round (3 stages) and that is it. So one team attacks and defends only. This map often drags out for far too long, it could be suggestible to make it a bit more snappy.
- If it is a steam roll and the map is going to quickly,
admins need to insure that they scramble promptly and or, see the return of an auto scramble if the first map is capped in X amount of time.
EDIT: This suggestion might need some more feedback or disscussion, as you come to issues with the attackers not getting to the 2nd cp of the first stage, or past the 1st cp on the 2nd stage.. so what happens then? does the map just end? hmmmmm thoughts?
Good job and worth a try.
Unpopular maps only have the prob ,that once a critical amount of people leaves in a short time, it is difficult to fill up the server again even with a popular map. Surely depending of the daytime.