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CSReloaded Forums  |  General Category  |  Suggestions (Moderators: Porter, Father Ribs, Surgeon General, Guardian_Tenshi)  |  Topic: map rotation
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zeus
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map rotation
« on: January 09, 2004, 11:52:48 PM »
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I would like to bring up a problem that I see in csr and that•s the map rotation every time that we go to a new map we loss 1/2 off the people that where playing I think we should bring back the vote map system to keep people playing on the server
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Re:map rotation
« Reply #1 on: January 10, 2004, 12:08:46 AM »
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I agree there is room for improvement, but if there is a map voting system nothing but dust and aztec will ever get played.
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Re:map rotation
« Reply #2 on: January 10, 2004, 12:40:08 AM »
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Unless someone intends to write a voting plugin for us from scratch, that's most likely not going to happen. The rotations are ALREADY the result of feedback from players. We will soon be reintroducing the custom maps for each as well. Personally, I would rather wait until those are back in place and have had a chance to "settle in" a bit before we bring this topic back up, but that doesn't mean I can't be overruled.

Also, and this is very important: Please don't mistake people deciding to leave because the maps changes to something they don't like with the frequent "Connection lost during map change" problems many users are still experiencing. Quite honestly, I believe the latter of the two is more responsible for what appears to be "people leaving" when the maps changes.

I think what is actually happening is that they are getting disconnected thanks to another wonderful bug in Steam, and aren't bothering to re-join. If I'm correct, what you are seeing as a problem with the rotations is actually Valve's problem with making software that works correctly.
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Re:map rotation
« Reply #3 on: January 10, 2004, 01:42:11 AM »
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we r geting new maps? what maps we geting?
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Re:map rotation
« Reply #4 on: January 10, 2004, 02:02:37 PM »
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I've been so busy-- I'd have to look. It's a pretty good selection of custom maps. There are two each day, for a total of 14 thru-ought the week. I need to test the downloadable map packs first, to make sure they work. Tenshi was helping me with it, but we've lost touch for a while.
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Re:map rotation
« Reply #5 on: January 10, 2004, 02:38:15 PM »
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If you think you lose lots of players now just wait till the custom maps come back. 
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Re:map rotation
« Reply #6 on: January 10, 2004, 05:30:18 PM »
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Why exactly does it matter if the server is full 24/7 again? I keep not-getting that argument.
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Re:map rotation
« Reply #7 on: January 19, 2004, 06:16:01 PM »
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I would personally rather play 6 on 6 or so.  But 10 v10 can be fun.  And to the argument that says dust will only be played is not true.  I have played in many servers that have map voting systems, where the players nominate maps to be voted on.  And any of the past 5 maps played aren't allowed to be nominated, so dust could only be played ever 5th time.
But remember, only noobs like dust, and i like to think that csr isn't jam-packed with noobs (i hate the truth).but the admins could say that any of the 10 last played maps can't be nominated so what about some kind of system like that
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Re:map rotation
« Reply #8 on: January 19, 2004, 06:45:46 PM »
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Like I said, the only plugin that does that is flakey, to say the least. Are you offering to write us a new one biggums? Cause I'd give you lots of good karma if you can pull it off.
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Re:map rotation
« Reply #9 on: January 20, 2004, 01:42:15 AM »
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Yes, he is offering to write a new plugin.  Allthough he tried to keep it subtle there was no fooling you.  The truth comes out now, but I think biggums just wanted to keep it a surprise. 
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Re:map rotation
« Reply #10 on: January 20, 2004, 08:47:17 AM »
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Actually, I was being more serious than sarcastic. Everybody already knows I do my best around here, but the ratio of projects to developers is currently about 23 to 1. The "1" being me. (Actually, having just updated my CSR to-do list, a fair amount of things just got checked off. The number was a bit higher.) Anyway, anybody that can do something I don't have time for is very much invited to help out.
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Re:map rotation
« Reply #11 on: January 20, 2004, 04:43:29 PM »
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I didn't like the map voting plug in as it really was too abused anyways.  I don't think biggums or I for that matter could write a plugin to save our lives. 

I  thought you were trying to be more sarcastic then I.  I felt the need to show I still had it.
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Re:map rotation
« Reply #12 on: February 16, 2004, 01:15:05 AM »
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If I get down on my knees and act real obsequious...can we remove cs_assault and replace it with cs_assault_upc?
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Re:map rotation
« Reply #13 on: February 16, 2004, 02:28:58 AM »
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The question is, what's next? ALL the standard CS maps that come with the game by default are represented at least once. assault isn't represented much more than that through the entire week. If we take it out entirely, we open the door to starting to remove any and all maps that random people don't care for. Better to just deal in my opinion. It only comes up one day a week, right? Saturday if memory serves. And _apc is already in the rotations as well. Talk about complaining too much!

Honestly, I don't care though. I'm happy leaving rotation decisions up to Deuce-- I like not being responsible for choices that make people upset. ...So what's the word Deuce?
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Re:map rotation
« Reply #14 on: February 16, 2004, 01:23:12 PM »
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yeah yeah i'm on it
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Re:map rotation
« Reply #15 on: February 16, 2004, 01:37:47 PM »
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Offers to bribe Deuce with a sandwich from Martone's Deli, but keeps a crowbar out of sight in case there's a need for "plan B".
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Re:map rotation
« Reply #16 on: February 16, 2004, 08:08:03 PM »
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Quote from: Porter on February 16, 2004, 02:28:58 AM
The question is, what's next? ALL the standard CS maps that come with the game by default are represented at least once. assault isn't represented much more than that through the entire week. If we take it out entirely, we open the door to starting to remove any and all maps that random people don't care for. Better to just deal in my opinion. It only comes up one day a week, right? Saturday if memory serves. And _apc is already in the rotations as well. Talk about complaining too much!

Honestly, I don't care though. I'm happy leaving rotation decisions up to Deuce-- I like not being responsible for choices that make people upset. ...So what's the word Deuce?

Meh, I don't care for regular assualt, and the more I play upc, the more I like it better then regular assualt.  As for taking out a standard map, I don't think many people will miss it.  It's more like we are "upgrading" a standard map then really taking it out.  I'm kinda with porter though, I'll play either way, just thought I'd voice my opinion.

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Re:map rotation
« Reply #17 on: February 17, 2004, 05:37:14 AM »
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There are some plus points for upc (even though I'm no great fan). First, it's one of those non-standard maps that a lot of people have. Second, it's a very small download for those who don't.
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Re:map rotation
« Reply #18 on: February 17, 2004, 07:40:21 AM »
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I wasn't even thinking about DL time, I was thinking simply from the viewpoint of a map that gives both sides an even shake, and is designed to keep everyone moving around, instead of dust with 4 camping spots, and everyone waits out the camera and only dies by mistake.
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Re:map rotation
« Reply #19 on: February 17, 2004, 08:56:14 AM »
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I meant DL time etc. are plus points in addition to more even gameplay
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Re:map rotation
« Reply #20 on: February 17, 2004, 04:06:52 PM »
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I for one really really really really hate regular assualt. UPC is an incredible makeover for the map, not to mention a popular one (of which there are many.) Regular assualt tends to be a server killer (in that everyone leaves except for a few diehard players who know that if they wait it out people will come back.) Not to mention, UPC is also a better pub map simply because there is more flow to the battle; where as with reg assault it is ridiculously easy to lock down the two main bottlenecks, so that if the CT's do try to move in they die instantly and any leftovers will just wait out their impending doom hoping they don't succumb to "death from boredom" first (general consensus knows how much more fun it is to jump off a building or type kill in console than it is to try to breach into the warehouse full of T's).

Simply put... You know there is a problem with a map when even Kaoz can lock down all entry points as a solo T and get the CT's to try to play the game of "Can I Fly Today?" 
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Re:map rotation
« Reply #21 on: February 17, 2004, 04:31:58 PM »
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I am also not a fan of regular assualt. I also agree with all the reasons put forth as to why said map sucks. Upc gives the cts a chance and keeps a few people in the server as well. Only downside I see is that everyonce awhile some jerk starts skywalking or what ever you want to call it. Other than that I don't see why regular assualt shouldn't be replaced.
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Re:map rotation
« Reply #22 on: February 17, 2004, 04:59:22 PM »
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ok. following the original criteria that each standard map is gonna appear once during the week, here are the changes i made:

  • cut down on the number of custom/classic maps (1 custom or classic map now compared to 1 classic and 1 custom)
  • number of "least" liked maps that appears once a week went up from 7 to 14
  • 7 of the more popular maps appear in the rotations each day
  • rotations with *reserved* will have 1 less map until cs_reloaded is done, which will take its place
MONDAY
de_aztec
as_oilrig
cs_siege
de_dust2
*reserved*
de_747
de_dust
cs_italy
de_cbble
cs_office
de_vertigo
de_nuke
de_inferno

TUESDAY
de_dust
de_karachi01
cs_office
de_inferno
de_train
cs_militia
de_dust2
de_prodigy
de_storm
cs_italy
de_aztec
de_cbble
cs_747

WEDNESDAY
cs_backalley
cs_assault_upc
de_nuke
de_cbble
cs_italy
*reserved*
de_dust2
de_inferno
de_dust
de_piranesi
de_chateau
cs_office
de_aztec

THURSDAY
de_cbble
de_aztec
de_dust
cs_militia
de_train
de_dust2
cs_havana
de_inferno
cs_office
de_prodigy
cs_italy
de_vegas
cs_shogun_final

FRIDAY
de_aztec
de_dust2
*reserved*
de_vertigo
de_clan1_mill
de_piranesi
cs_italy
de_cbble
de_inferno
cs_office
de_survivor
as_tundra
de_dust

SATURDAY
de_prodigy
cs_assault
de_cbble
de_inferno
de_train
de_airstrip
de_dust2
cs_italy
cs_office
de_aztec
de_dust
de_nuke
cs_thunder

SUNDAY
de_torn
cs_militia
cs_office
de_dust2
cs_estate
de_piranesi
de_rotterdam
de_dust
cs_italy
de_cbble
de_aztec
de_inferno
*reserved*

discuss.
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Re:map rotation
« Reply #23 on: February 17, 2004, 05:08:21 PM »
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Can you list which maps fall under which categories?
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Re:map rotation
« Reply #24 on: February 17, 2004, 05:12:47 PM »
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Not bad, I was actually a fan on the 2 non standard maps a day. Broke up the monotimy from dust to aztec to office but I guess the mob has spoken.
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Re:map rotation
« Reply #25 on: February 17, 2004, 05:36:06 PM »
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custom/classic:
de_747, de_clan1_mill, cs_assault_upc, cs_shogun_final, de_karachi01, cs_thunder, de_rotterdam

"least liked" (appear once a week):
as_oilrig, cs_747, cs_backalley, cs_havana, as_tundra, cs_assault, cs_estate, cs_siege, de_storm, de_chateau, de_vegas, de_survivor, de_airstrip, de_torn

"most liked" (appear each day):
cs_office, cs_italy, de_aztec, de_cbble, de_dust, de_inferno, de_dust2

filler:
de_nuke, cs_militia, de_piranesi, de_prodigy, de_vertigo, de_train, cs_reloaded

i can change any of these in and out if needed too
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Re:map rotation
« Reply #26 on: February 17, 2004, 06:58:06 PM »
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Yeah, I kind of liked two custom maps a day too...but hey I understand if other people don't want two, I guess I'll be quite...maybe do an every other? so that like MWF has two customs or something??

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Re:map rotation
« Reply #27 on: February 17, 2004, 07:42:17 PM »
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I would like two custom maps too. They're definitely better than a lot of maps (if the customs are chosen wisely), and make dust after dust2 after aztec just barely tolerable. Even though they are the "most popular" maps in CS, I hate seeing them come up so often-- much less every single darn day. Can't we get only one of those 3 on each day? Gah, I'm gonna go crazy.
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Re:map rotation
« Reply #28 on: February 17, 2004, 09:19:55 PM »
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well..i took that into consideration when i added cs_reloaded into the rotation 4 times during the week. i also tried to make it so cs_reloaded went after a popular map, as to try and keep as many people as possible.

i could add back in the other 7 classic/custom maps (making it a 14 map rotation)..
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Re:map rotation
« Reply #29 on: February 17, 2004, 11:29:44 PM »
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Honestly, I think I would rather not have aztec, dust and dust2 on every day then add another custom map to each day. It would be great if only 1 of those 3 showed up each day. C'mon, who's with me!
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Re:map rotation
« Reply #30 on: February 18, 2004, 12:40:48 AM »
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as a more technical note, the server seemed to crash today during de_747, not sure if it was because everyone and their brother was trying to DL it.  It could have been a problem in the map, but I don't think so.  I'm not sure what the problem is, but it might be something to look into...sorry porter.

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Re:map rotation
« Reply #31 on: February 18, 2004, 05:21:19 AM »
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Server also crashed yesterday while early on in mice, but thats easily rectified by a swift admin_map from de_dust....
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Re:map rotation
« Reply #32 on: February 18, 2004, 05:55:46 AM »
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I'm with you Porter I know sometimes the server loses people when a custom map comes around but this time I've seen plenty of people making the effort. I don't think we should cut back on custom maps. If they don't stay in the rotation for a decent length of time then we can't hope to build up players for them.

Personally I'd have a 100% custom map rotation but that's just a crazy dream
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Re:map rotation
« Reply #33 on: February 18, 2004, 06:36:00 AM »
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To keep more people playing the custom maps they have to know that they can download them at CSR. I know that when i have to wait for a map to download while i want to play cs i'll usually just go to a different server. 

Quote:
i could add back in the other 7 classic/custom maps (making it a 14 map rotation)..

Bring back Thunder!! I know ive already mentioned it but i just have the urge to play it. i think it was because i spoke to grounded about it ages ago.
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Re:map rotation
« Reply #34 on: February 18, 2004, 08:09:19 AM »
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Quote from: joey on February 18, 2004, 06:36:00 AM
To keep more people playing the custom maps they have to know that they can download them at CSR. I know that when i have to wait for a map to download while i want to play cs i'll usually just go to a different server.

The maps ARE downloadable, and we've got messages in-game up the wazoo about where to get them.
 mappacklink.jpg
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Re:map rotation
« Reply #35 on: February 18, 2004, 10:10:50 AM »
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I have never noticed it come up on screen. People dont always notice these messages. They might see them but dont take them in. 
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Re:map rotation
« Reply #36 on: February 18, 2004, 10:21:02 AM »
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I'm all for more custom, new, classic, different.
Whatever you want to call it I prefer it.
You can advertise it all you want but when comes down to it some people are lazy and will never bother to go download the map packs.

Has anyone ever thought about like a one day a week event where its all custom/classic.

For example 10pm-12am EST on sundays is all classic/custom maps.

I'm sure there are logisitics problems with this maybe thats why you don't do it now.
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Re:map rotation
« Reply #37 on: February 18, 2004, 11:47:26 AM »
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That might actually be a good idea although in a slightly more diminished capacity. The custom maps in the rotation tend to founder because they come up somewhat randomly during the day. If we had a specific interval one day a week at which time, say, three or four custom maps ran in a sequence then those who are interested in custom maps could turn up specifically for them.
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Re:map rotation
« Reply #38 on: February 18, 2004, 11:58:58 AM »
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Boy would THAT be a tough programming project. There are so many things working against synchronizing the rotations to the wall clock. Wow. Yeah, that would be an entirely non-trivial problem.
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Re:map rotation
« Reply #39 on: February 18, 2004, 12:43:59 PM »
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Oh come on Porter if anyone can do it you can 

Couldn't an admin or admins just overide the map cycle for a certain block of time?

Of course that would imply admins comitting to being online at specific times......
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Re:map rotation
« Reply #40 on: February 18, 2004, 12:49:18 PM »
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I meant an admin switching the map (as though it were a playtest) which wouldn't be a problem seeing as most of the people interested in playing custom maps are admins anyway.
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Re:map rotation
« Reply #41 on: February 18, 2004, 01:02:17 PM »
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yes I concur with Grounded
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Re:map rotation
« Reply #42 on: February 18, 2004, 02:16:32 PM »
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That would be much easier.

Ooo...And building off of what Grounded said about switching maps-- the plugin that already handles the "daily" part of our rotations could be modified to accept "special" mapcycles from Admins. Meaning we could add an all-custom mapcycle file to the server, and let Admins switch to it on command. That way the Admins wouldn't have to KEEP switching to a custom map after every map change.

The only tricky part might be getting the special rotation to time-out and switch back to the normal daily cycle. I think I might be able to attach it to the admin who set the custom cycle leaving the server. Then as long as the admin who started the custom cycle was in-game, the cycle would stay custom, and when the admin left, if would revert to the normal daily cycle. Best to put a fail-safe timer in there though, in case the plugin misses the admin leaving.

How does that sound?
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Re:map rotation
« Reply #43 on: February 18, 2004, 02:31:30 PM »
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I like that idea porter, but my question still goes back to the server crashing during de_747.  If we are in this custom map cycle deally, where there is a set of all custom maps, and say 5 people connect to the server but don't already have said map on their machine, they start downloading it from the game server instead of the web server (BAD MONKEYS!!), this can create a strain on the game server and ruin the experience for the players in game already, and it seems crash the server.  Not sure of that, but that's how I see it at the moment.

Tenshi
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Re:map rotation
« Reply #44 on: February 18, 2004, 02:45:11 PM »
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HLDS is currently the most unstable piece of software I know if. There's nothing I can do.
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Re:map rotation
« Reply #45 on: February 18, 2004, 03:40:54 PM »
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I have been playing when the server has crashed on both mice and 747 no one ever seemed to know why perhaps this was the reason

Is there anyway to prevent people from downloading from the game server? Which then begs the question would you want to prevent it?
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Re:map rotation
« Reply #46 on: February 18, 2004, 04:39:10 PM »
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I think disabling the in-game download isn't a bad idea at all. It does put a noticeable strain on the performance of the game, and plus straight out kicking all the people without the map might persuade them to go to the website instead of just waiting for the in-game download. The biggest benefit is if it makes the play for the people actually IN the game smoother. That alone is worth it. I'm also going to disable custom sprays again, since this has been a recurring cause of failure for HLDS in recent months.
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Re:map rotation
« Reply #47 on: February 18, 2004, 05:31:27 PM »
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I like the idea of a seperate custom map rotation. In my opinon you can only play dust/aztec/etc so many times before you become disinterested and a break from that is always welcome.

I also like the idea of disabling in-game downloads. Would it be possible when you kick the people who don't have the maps to have it tell them to download the maps here? Also the people will miss the messages in game and will probably wonder why they can't connect if they leave before the maps go custom. So could they recieve that message too?

All in all, custom maps are good.
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Re:map rotation
« Reply #48 on: February 18, 2004, 06:04:25 PM »
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Okay, it really pisses me off that after all the work that porter and now deuce is putting into these map rotations and then every time that it a slightly out of the standard map comes on and every one complains, and whines until an admin changes the map.  The admin asked me, and I said I didn't care before he put up the votes, and I know he was just trying to make people happy, but COME ON!! Freaking cs_havana!?  What the heck is wrong with that map??  It plays fine!! for the love of god, there is nothing wrong with it.  I barely know the map, and I was owning because no one even takes the time to learn the freaking map now days.  Whatever.

Pissed off is kind of an understatement...

Tenshi
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Re:map rotation
« Reply #49 on: February 18, 2004, 06:18:01 PM »
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Im really really sorry, I didnt mean to upset you.... (it was me to anyone not knowing to whom Tenshi refers)...

I asked in admin chat if we should put up a simple Yes/No vote for a new map. This was cus a few people were saying change map etc.... And I figured a vote would sort it out... So then the answer was more voted "yes", so then I did a "rockthevote".

Im sorry Tenshi, I was only trying to keep the majority happy, but if you didnt want it changed, when I ask in future in admin chat "do you mind if I put up a vote?" - say NO, dont say "I dont care" - which doesnt mean anything... Sorry man.
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Re:map rotation
« Reply #50 on: February 18, 2004, 07:16:31 PM »
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Quote from: Guardian_Tenshi on February 18, 2004, 06:04:25 PM
it really pisses me off that after all the work that porter and now deuce is putting into these map rotations

i'd just thought i'd add in that i did all the original work on the rotations (and grounded too for that matter)..i wasnt just added on a few days ago 
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Re:map rotation
« Reply #51 on: February 18, 2004, 07:47:38 PM »
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actually, maybe i should explain the whole reasoning idea about the rotations.

right now, the rotations we are playing are in there third version. each version fixes the obvious problem that people just dont play custom maps. either it be not wanting to download it, or not wanting to play it because they cant whore it to death like other maps.. people in general would not like a custom map only rotation.

the only theme i kept within each version of the rotation is that each standard map appears at least once. that is for the fairness for people who actually like those maps. for instance the wumpa's are quite fond of cs_backalley, and as_oilrig is one of my favorite maps. both of those maps appear once during the week in the new rotations. everyone hates different maps..but if they appear only once a week..you can put up with them

the one thing that did change alot during each version was the number of custom maps in the rotation. the first version had 1/3 of the maps being custom. needless to say that didnt go over that well. the next version had 3 custom maps to 9 standard maps. that too did not go well. the current version has 1 classic and 1 custom map, and a more favoritism to the "popular" maps. While i thought that this was reasonable enough, and that everyone would agree on the fairness of it..it still doesnt reach the high equilibrium of standard maps to custom maps that the average cs player craves.

this new version of rotations i made a few days ago has 1 custom map for every 12 standard maps (excluding cs_reloaded). this new rotation also has the popular maps appearing each day. as much as i personally would love to have more custom maps (as would the others who have expressed those feelings in this thread), the simple matter of fact that even i understand is that the majority does not want alot of custom maps.

not to say the rotations wont have custom maps..a poll done months ago has a 22-0 vote for adding in custom maps. i'm hoping at least with these new rotations that it will please those people who dislike custom maps (or dont know how to whore the living hell out of), while still keeping in those non popular and custom maps in between the popular ones.

the rotations still need to go through a bit of tweaking, as i need to switch around some of the better maps to friday/saturday/sunday, but what you see on page two is what the rotations should be in a few days (once the process of getting them on is figured out). the one thing that i do request though is for people to stop saying "OMG THAT MAP IS SO GAY" or "THIS MAP IS A NUB MAP". first off, last time i check (and i could be wrong..i have been busy with work the last few weeks) maps dont have a sexual orientation. second, what you consider a nub map might be someone else's favorite map. sorry if it isnt l33t enough for your l33t CAL SUPER X skills. live with it.

ok. i'm done. ask questions if you like.
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Re:map rotation
« Reply #52 on: February 18, 2004, 07:52:02 PM »
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*shoots self in head*

Ok, from this point onward I dont think I'll ever do another map change in my life...
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Re:map rotation
« Reply #53 on: February 18, 2004, 09:40:09 PM »
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I think that if people give custom map chances they will learn to like them, most obvious example is de_747. So I say we set a day(s) were there is nothing but custom maps and everyone gives them a test run and we decided on ones to put into the rotation. This way more people might maybe willing to stick with them and we won't hear "this map sucks" as much.  I just went out on a limb there, maybe it would work, maybe not, just a way we could get better input because nobody who is against the custom maps really seems to be posting.
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Re:map rotation
« Reply #54 on: February 19, 2004, 12:32:39 AM »
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I'm sayign this in public because I want the community to be aware of this too. The general policy admins should follow is to simply let the rotations do their work. People will ALWAYS ALWAYS complain about whichever map you happened to be on-- that's NEVER going to change. And since it's constant, you might as well just ignore it.

Now like I said, this is general policy, and you won't see me taking away the Admin Teams' ability to change maps-- they have that for a reason. If you're getting a serious (and mostly unanimous) vibe that everyone isn't happy, then put up a vote. BUT LET THE PLAYERS DECIDE! Admins should NEVER be using the admin_map command unless you're the only one in the server. When it comes to map changes, an admin's role is to facilitate changes the player's ask for, and not make decisions outright. rockthevote should always be your first choice, and failing that, admin_vote_map.

My last bit to share is that under penalty of death: do not change AWAY from a custom map. If even the admins don't support our rotations, then what's the point? It doesn't matter if a custom map empties the server, because if you always change away from it, nobody will EVER bother to download it. Just let it run it's course, and the couple people who are intelligent and mature enough to be ready for something new will go get the map and join. All the impatient **cough*morons** will simply go away. (Yes, I am indeed calling you morons for not wanting to try something new and quite possibly entertaining.) But frankly, that's exactly how I like it. Just let the dust and aztec freaks go find a server that likes dust and aztec all the time, and let's try to attract the people who see de_clan1_mill and say, "Ooo, there's something exciting."
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Re:map rotation
« Reply #55 on: February 19, 2004, 02:24:02 AM »
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I feel like a right muppet.

Let me make it clear again, first I put up a admin_vsay, "Want to change map?", which won, then I did a "rockthevote" and cs_office won...

I was just trying to satisfy the majority who were playing, but now I won't do that anymore, I'll just let the maps run.

Oddly enough you know, I actually DID want to play cs_havana. I was also actually sacrificing what I wanted to do for the other players.
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Re:map rotation
« Reply #56 on: February 19, 2004, 03:15:15 AM »
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the fact is it doesn't bother me at all that alk put up the vote, he was afterall, "just doing his job" and it was probably the right thing to do...it more depresses me that the only reason people wanted a map change was because they "didn't like the map" and thought it was the "black sheep" map and therefore kept saying it every five seconds.  Alk tried to rock the vote, and of all the freaking maps in the world, they all choose office...I'm not saying I dislike office, I actually like it, but it seems like the only maps i've played lately are office, inferno, dust, dust2, militia, and nuke...it more pisses me off that no one can stray from that map cycle then that you changed the map alk.

And i still got nothing but love for you  I think it's the sexy english accent.

Tenshi
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Re:map rotation
« Reply #57 on: February 19, 2004, 03:25:36 AM »
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Quote from: [Guardian] Alkali on February 18, 2004, 06:18:01 PM

...

Im sorry Tenshi, I was only trying to keep the majority happy, but if you didnt want it changed, when I ask in future in admin chat "do you mind if I put up a vote?" - say NO, dont say "I dont care" - which doesnt mean anything... Sorry man.

I want to say again, it isn't so much that you put up the map vote that pissed me off, it more pisses me off that of all the maps that this server hosts (most of which people haven't even played) a rockthevote comes up, and everyone votes for freaking office. 

I personally think until regulars start accepting maps, we (the admins) should only be changing maps if we find something wrong with them...such as if it goes to tundra and ladders are broke, or the siege_apc and we notice the apc isn't working etc. Which as far as i know, at the moment, every map is working...but i wouldn't know as i haven't played anything non-standard.

Tenshi
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Re:map rotation
« Reply #58 on: February 19, 2004, 09:19:39 AM »
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Alk, I wasn't directing that at you personally. In the grand scheme of things, you're talking about one stray map change that, from the sounds of it, falls under the "warranted" category just fine. No worries.

On an even more general note still, I do have to agree with Tenshi. I know a lot of players aren't as old as he and I are (not to mention our "seniors club" filled out by the likes of Slight and Ribs, etc.! ), but C'MON! How long do you have to play CS before you realize dust get's OLD??? I'm up to 3 years now, and this is nowhere near a new revelation for me.

I think what it comes down to is all these "awesome L337 playerz" sit there and think, "hmm, this new map DOES sound like fun, but I suck at it because I don't know it, so let's play dust again where I can 0WNZ0RZ U!"

Well how in the heck are you ever going to be ABLE to own on havana unless you learn the bloody map?!?! That's what I think CSR is about-- giving players the chance to become better players. Custom maps help that tons. Besides teaching you that specific map, custom maps get you think less in terms of, "always look behind this box on dust2, and next to the bridge on aztec" and more in terms of, "this my first time on this map, and this is the first time going into this room. Where should I check to stay alive?" In other words, I think it helps you develop tactical thinking that can be used on ANY map.
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Re:map rotation
« Reply #59 on: February 19, 2004, 03:39:09 PM »
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First let me start off by saying no awesome 1337 players play dust. 

I don't think you realize how many new maps awesome 1337 players are introduced too.  Players are introduced to new maps as they are added into the "competitive" rotation of maps.  These maps are tested heavily not for their pretty pictures or if the car can drive around, but for gameplay.  The layout of these maps are built for gameplay.  Not only good gameplay, but tactical semi-balenced gameplay.   


Problem with these maps isn't that someone is afraid they can't own someone on the map.  They are better at the game.  This may come as a shock. Awesome 1337 players not only have better aim and reflexes, but play smarter then other players. Much much smarter.  It isn't knowing positions it is reading the defense or reading the offense.  It is knowing when to hit and when to fall back.  It is timing, it is intuition, it is instincts that have been developed from playing. 

Here is what you just said turned around and let's see how it is recieved.  All these crappy players like custom maps because it allows them to gain a slight advantage on those players that destory them otherwise.  These custom maps can allow for a horrible player to camp in a dark corner in a room.  The good player will come to this room and flash bang and kill the noob.  Not even having to check any positions in the room because everyone in the room will be blind.  The good player knows this because the good player uses flashes for this reason.  A good player know that another good player will switch up positions anyways so entering a room and look behind said box will do no good.  The good player continues to own the other team and leaves because they can't take this camp every corner, have to check every spot style of play.  They leave because the layout and gameplay weren't even taken into consideration.  You know, just to give a different pov.   

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Re:map rotation
« Reply #60 on: February 19, 2004, 04:12:32 PM »
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I play CS to have fun and relax, to me learning a new map is part of that fun. Like they say "variety is the spice of life" and office and dust once a night is plenty for me. I'd much rather play Aztec, Inferno, De_747, Havana, Airstrip, Futurcom, Estate etc... (even if they are tactically unsound) because they are different. I seem to routinely get my noob ass kicked on dust and office but usually seem to do much better on maps like inferno or either of the 747's. I don't care why this is all I know is that I have fun when I'm doing well.

As far as camping I can only speak for myself here but I am less inclined to camp on a new/custom/classic map because I seem to do better on those maps. I am much more likely to camp on Dust or Office because I often feel overmatched on those maps and would like to live for more than 5 or 10 seconds (and maybe even get to kill someone).

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Re:map rotation
« Reply #61 on: February 19, 2004, 04:20:42 PM »
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So the general consensus is that custom maps are not only more fun because they are "fresh," but help train players to be better at CS. The moral of the story: embrace custom maps.
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Re:map rotation
« Reply #62 on: February 19, 2004, 06:53:34 PM »
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Quote from: Nittany on February 19, 2004, 03:39:09 PM
First let me start off by saying no awesome 1337 players play dust. 

I don't think you realize how many new maps awesome 1337 players are introduced too.  Players are introduced to new maps as they are added into the "competitive" rotation of maps.  These maps are tested heavily not for their pretty pictures or if the car can drive around, but for gameplay.  The layout of these maps are built for gameplay.  Not only good gameplay, but tactical semi-balenced gameplay.   


Problem with these maps isn't that someone is afraid they can't own someone on the map.  They are better at the game.  This may come as a shock. Awesome 1337 players not only have better aim and reflexes, but play smarter then other players. Much much smarter.  It isn't knowing positions it is reading the defense or reading the offense.  It is knowing when to hit and when to fall back.  It is timing, it is intuition, it is instincts that have been developed from playing. 

Here is what you just said turned around and let's see how it is recieved.  All these crappy players like custom maps because it allows them to gain a slight advantage on those players that destory them otherwise.  These custom maps can allow for a horrible player to camp in a dark corner in a room.  The good player will come to this room and flash bang and kill the noob.  Not even having to check any positions in the room because everyone in the room will be blind.  The good player knows this because the good player uses flashes for this reason.  A good player know that another good player will switch up positions anyways so entering a room and look behind said box will do no good.  The good player continues to own the other team and leaves because they can't take this camp every corner, have to check every spot style of play.  They leave because the layout and gameplay weren't even taken into consideration.  You know, just to give a different pov.   
I understand what you're saying...but do you really think that cs_havana is any worse laid out then cs_office??  I've heard biggums complain about layout of office and how easy it is to get behind people in that map...personally, I like the layout of havana better, it allows for a bigger difference, and forces players to become more creative then office. 

Creativity is something that can aid your play in normal maps too, doing something you never thought of, or something that might seem odd.

Quote:
Players are introduced to new maps as they are added into the "competitive" rotation of maps.

And again, I don't think this is really the place to train yourself to be competitive.  Not saying that competitive players aren't welcome here, but that isn't the point of the server. 

Tenshi

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Re:map rotation
« Reply #63 on: February 20, 2004, 10:54:20 AM »
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the new rotations (from page two plus a few more tweakage for optimal weekend playing) has been sent to porter. expect the new rotations (along with the highly requested de_clan1_mill) to be up and running soon.
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Re:map rotation
« Reply #64 on: February 20, 2004, 11:47:23 AM »
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Tenshi I just mean that competitive players are introduced to them.  It was a response to Porter saying that they don't like custom maps when many do when they are made correctly.  No csr isn't the place to train, but training for a cmputer game has its own problems.   

I'd agree the layout of office is poor.  Generally, most cs maps are poorly laid out with extreme inbalence.  I wasn't considering any thing other then de maps in my previous post.     
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Re:map rotation
« Reply #65 on: February 20, 2004, 12:43:23 PM »
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Just for clarification's sake, I was talking about competitive level players, I was talking about the pub regs that think they're all big and bad because they can own anyone on dust (but nowhere else).
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Re:map rotation
« Reply #66 on: February 20, 2004, 04:31:27 PM »
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I would much rather see more custom maps introduced. Having to play dust over and over again is just so boring especially if you have to play in a team of T's who just camp on there own side of the tunnel which seems to happen way to much.
I would much rather play new maps or maps with alterations like cs_assualt_upc. i played it for the first time today and really enjoyed it as it has a different playability. I'm all for having one day a week which just plays custom maps. People will come and download them, it might end up being one of the most popular days!

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Re:map rotation
« Reply #67 on: February 21, 2004, 04:52:30 AM »
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Bit optimistic Mikey
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Re:map rotation
« Reply #68 on: February 22, 2004, 04:38:22 PM »
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here you want some maps that shoudl be in the rotation
de_nuke/de_dust2/de_inferno/de_comerade_3rdroute/de_cpl_mill(same asclan1mill) de_torn/ de_storm/de_aztec/ cs_italy/cs_assault_upc/ de_cbble/de_chateau/de_parinese/de_prodigy/de_train/ de_cpl_fire

has csr ever though about just 1 big map rotation that they just have on ever day? and not just dif daily map rotations
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Re:map rotation
« Reply #69 on: February 22, 2004, 05:24:58 PM »
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You mean do it like every one of the 20,000 other CS servers do it? I prefer being a little unique in that regard, don't you? How boring is the same 10 maps ALL the time anyway?
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Re:map rotation
« Reply #70 on: February 23, 2004, 08:33:29 AM »
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Imbalance in maps is only really hugely prevalent if both teams are fully comprised of good players. With a random selection of players, as CSR tends to get, the imbalance gets watered down and hence isn't really a big problem. There are a few exceptions to the rule, assault being an example that's already been pointed out.
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Re:map rotation
« Reply #71 on: February 24, 2004, 02:03:06 AM »
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i understand you want to be "unique"
but i haven't seen de_cpl_mill or comerade_3rd route, not storm and parinese played in csr ever or in  a while,

what it comes down to is that there are thousands of maps out there and no one is ever going to be happy
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Re:map rotation
« Reply #72 on: February 24, 2004, 11:13:36 AM »
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Quote from: biggums on February 24, 2004, 02:03:06 AM
i understand you want to be "unique"
but i haven't seen de_cpl_mill or comerade_3rd route, not storm and parinese played in csr ever or in  a while,

That's really the strength of the daily cycles, not their weakness. With 7 different cycles to make, we can fit a lot more maps in that we normally could with just 1 cycle. We would either have to have a HUGE single cycle, with 40 or so maps in it to spread out all the customs, or keep it small with only 10 or 15 maps and hear people complain about how every other map is a custom they have to download. When we can spread each custom out to one per day, the overall load is much lower. We get to put more customs in, and players only have to get one map to download for the rest of the day's mapcycle.

Quote:
what it comes down to is that there are thousands of maps out there and no one is ever going to be happy

Unfortunately you're right. All we can do is try our best. I think CSR is a lot better than most places for listening to player feedback and not just picking maps the admins like and telling everyone else, "deal with it." I just hope everyone realizes that because we can never make everyone completely happy, we're doing our best to make *most* everyone at least a *little* happy. The weekly vote for changing the cycles up is our latest attempt at that, so all you players: do your part and actually TELL us what you want instead of complaining we're not giving it to you.
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Re:map rotation
« Reply #73 on: February 24, 2004, 12:34:41 PM »
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I agree.  I think it is a good thing to do the weekly votes any everything. 
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Re:map rotation
« Reply #74 on: February 24, 2004, 04:03:19 PM »
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Quote from: Porter on February 24, 2004, 11:13:36 AM
Quote:
what it comes down to is that there are thousands of maps out there and no one is ever going to be happy

Unfortunately you're right. All we can do is try our best. I think CSR is a lot better than most places for listening to player feedback and not just picking maps the admins like and telling everyone else, "deal with it." I just hope everyone realizes that because we can never make everyone completely happy, we're doing our best to make *most* everyone at least a *little* happy. The weekly vote for changing the cycles up is our latest attempt at that, so all you players: do your part and actually TELL us what you want instead of complaining we're not giving it to you.

yes!! for the love of God there ARE thousands of maps out there, all i'm asking is we not play office, dust, dust2, and aztec over and  over again...expand past those 4 maps, and Tenshi will be happy...for the most part.

Tenshi
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Re:map rotation
« Reply #75 on: February 24, 2004, 04:42:23 PM »
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Quote from: Guardian_Tenshi on February 24, 2004, 04:03:19 PM
yes!! for the love of God there ARE thousands of maps out there, all i'm asking is we not play office, dust, dust2, and aztec over and  over again...expand past those 4 maps, and Tenshi will be happy...for the most part.


What would make me happier is if I didnt have to play those 4 maps back to back all the time with maybe a cbble or a vertigo thrown in.

The new map packs have been out for a while now and I've barely played any of them which is dissapointing.

Also, it seems at particular times of the day when I play especially on the weekends after 10pm mountain time (12ET) its caught in the same dust/vertigo/office funk and there is fewer admins that play at that time (XF and Ribs mostly).

I''d like to see a bit more of a randomized list for the rotation, even if we still keep the same maps within each day, just mix up the order of them on a semi-regular basis.

And if a custom is really good (de_karachi01 is amazing) , I wouldnt mind seeing it twice in the list. I think it would be cool if we could warm up to a few non-standard maps as favorites among the regulars and have those as our meat and potoatoes.
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Re:map rotation
« Reply #76 on: February 25, 2004, 05:58:05 PM »
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anyone who complains about having to download maps you should just kick for being stupid
http://www.csreloaded.com/downloads.php you can get all the maps that the server has and extract it into your maps folder, takes no more than 2 min.  so ya, but i do understand that daily rotations are good, but it seems taht we always play office in csr, maby it's just me but i think i play office 90% of the time
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Re:map rotation
« Reply #77 on: March 31, 2004, 10:46:11 AM »
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downloading isn't even always the issue... some maps people just don't want to play period... and i dont blame them on some... but I also don't want to just play the 6 standard maps over and over.

de_chateau is a great map and should be in the daily rotation... cs_747 and de_rotterdamn should go....

what would be really nice is if we had a script that would pick x amount of random maps and put up a vote for them... that way at the end of any map, the players would get to choose what to play and have a good selection of maps to do it from. why? because rockthevote fails 90% of the time, and by allowing the majority to pick the next map, that means that at least the majority will probably stay to play the next map

you know it would be like

Vote for next map
1)inferno
2)oilrig
3)italy
4)scoutzknivez
5)train

but the next map might have 5 different maps in the selection...
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Re:map rotation
« Reply #78 on: March 31, 2004, 10:52:08 AM »
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we use to have something like that, but people could also nominate which maps were up there.

people abused it and we played mice ALL THE TIME

if we could make it so it picks 5 random maps like that, and no nominations..i would support it.

except that we would need to clean the server and get rid of some maps that no one would want to play anyway
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Re:map rotation
« Reply #79 on: March 31, 2004, 11:03:57 AM »
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Quote from: Deuce on March 31, 2004, 10:52:08 AM
except that we would need to clean the server and get rid of some maps that no one would want to play anyway

not even that.... i am sure the script could read from a text file of possible maps to use in the voting or something like that instead of scanning all maps on the server... if we want to add a map to the voting roster.. we just add it to that text file... porter is a smart guy.. i know he can figure it out 

bottom line is the server has been dead lately and it has more to do with the maps than anything else
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Re:map rotation
« Reply #80 on: March 31, 2004, 11:58:16 AM »
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I too am upset with the lack of diversity in our rotations. Despite the fact there are custom maps, the majority of the time is spent playing the same 4-5 standard maps over and over again. There are other standard maps like oilrig, chateau, backalley that I really enjoy but are randomly placed only once in the rotation.

Even though we have custom maps, nobody plays (outside of like four people) them. I love custom maps they are fun and a welcomed change from dust, aztec etc. Every time the map changes to a custom map the server 9/10 empties. Well for the most part I'm not going to sit around on a custom map that people can't download from the server (people aren't intelligent enough and don't care enough  to download from the website). So if custom maps can't break up the repetitiveness, maybe the sort of random map choosing thing fotty mentioned could do the trick. As long as it didn't randomly pick dust 10x in a row it would be cool.

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Re:map rotation
« Reply #81 on: March 31, 2004, 12:18:25 PM »
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Quote from: Surgeon General on March 31, 2004, 11:58:16 AM
As long as it didn't randomly pick dust 10x in a row it would be cool.

well the good thing is that the more maps put in the random selection, the better selection you get each time, and with 5 or so maps to vote on we should be able to get some diversity... and unlike rockthevote, something will always win
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Re:map rotation
« Reply #82 on: March 31, 2004, 02:36:29 PM »
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Oh my god! No no no.

Now you're complaining there isn't ENOUGH diversity??? Oh now I'm pissed. We've gone back and forth on this since June!! First we added more maps, and people complained, so we took some away, and people complained, and so we added a couple back, and people complained, and then we picked the common maps, made them half the rotations, made another third of the rotations the uncommon maps, and the remainder was a handful of well liked customs.... AND YOU'RE STILL FREAKING COMPLAINING!?!?!

How about dust 24/7? No, you'd probably complain.
How about no dust ever? No, I'm sure SOMEONE would complain.
How about we shut the damned server down? Nope, I'm confident somebody would complain about that too.

GAAAAHHH!

Why don't you all stop bitching and go play Quake.
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Re:map rotation
« Reply #83 on: March 31, 2004, 02:38:55 PM »
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Or how about this? Anybody who wants to can send me their method for making a mapcycle that will put a stop to people not being satisfied with our setup. I'll implement each and every one, and each one will get used until somebody complains about it, at which point I'll implement the next one. I put my money on us being out of plans by the middle of next week.

If any of you can do better, prove it.
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Re:map rotation
« Reply #84 on: March 31, 2004, 03:13:20 PM »
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porter have you ever watched the server go from aztec to storm? or inferno to 747?

Not speaking as an admin, but speaking as a CSR Player, I just want people playing. I personally don't care what map is on as long as people stay and play it. But with the fact that some horrible maps are in rotation, and map downloading is not enabled, there is no chance of that happening....

I don't see whats wrong with leaving the next map up to the people currently in the server at the time... to me that makes perfect sense... whatever the majority of the players in the server at the moment want to play, thats what they get to play.. I don't really see any negative side to that.. to me it sounds better than anything that has been suggested to date, or anything we have tried.

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Re:map rotation
« Reply #85 on: March 31, 2004, 03:40:43 PM »
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Quote from: Fotty on March 31, 2004, 03:13:20 PM
to me it sounds better than anything that has been suggested to date, or anything we have tried.

Yeah, so has everything else we've tried before. Everything we try ALWAYS sounds better than what we have now... and three weeks later people are complaining again. My point is it's not gonna make one single iota of a difference no matter WHAT we do, and I'm not gonna keep wasting my time on people who will never be satisfied.

Someone get me a petition with the way you all want it, along every single registered forum member's name on it and I'll change the mapcycle-- once. If you don't like it after that, tough. It's just NEVER going to be good enough, don't people understand that? Why keep trying if the next way is gonna be just as bad as this one?
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Re:map rotation
« Reply #86 on: March 31, 2004, 08:00:29 PM »
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I'm telling you there are map voting systems where you nominate maps, but you can't nominate a map that was played the last 5 maps.  Thats where it's at, ya herd
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Re:map rotation
« Reply #87 on: March 31, 2004, 11:02:05 PM »
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Links?
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Re:map rotation
« Reply #88 on: March 31, 2004, 11:32:23 PM »
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i'll try to find some, but i've played on many of servers with that voting system.  but tomorrow.  well earlier today, i gtg to bed i got a hst12 exam at 9 30.
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Re:map rotation
« Reply #89 on: April 01, 2004, 10:18:43 AM »
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my thoughts:
At the very least oilrig, chateau, backalley should all be in daily rotation.  All good and they wont get voted off, that means 3 extra maps every day that dont compromise dust, aztec, etc...

I like the idea of having ALL the maps in the daily rotation with a map vote before each round.  This one server I occasioanlly play on {Regulators Bada Bing Server} has a nomination period towards the end of the round.  If people dont nominate all 6 voting slots it will auto fill the rest.  It also wont let you nominate/vote on a map that was played in like the last 6-8 maps.  Seems like the ideal mix of diversity and voting.

btw, where is speedball or something similar to it!! I want it now!   Any further word on auto downloading with http?
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Re:map rotation
« Reply #90 on: April 01, 2004, 10:38:34 AM »
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Quote from: Narf on April 01, 2004, 10:18:43 AM
my thoughts:
At the very least oilrig, chateau, backalley should all be in daily rotation.  All good and they wont get voted off, that means 3 extra maps every day that dont compromise dust, aztec, etc...

Guess what: they WERE voted off before, because I've tried including them before. This is what I keep saying: every idea you guys are coming with is something WE'VE ALREADY TRIED. I know you are all trying to help, and I appreciate it, but I've done all of this before. I've heard all of these suggestions before, and I I've seen each and every one get replaced a few weeks later when people started complaining again.
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Re:map rotation
« Reply #91 on: April 01, 2004, 10:42:33 AM »
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Quote from: Narf on April 01, 2004, 10:18:43 AM
btw, where is speedball or something similar to it!! I want it now!   Any further word on auto downloading with http?

I had honestly forgotten about speedball. Sorry about that. I made sure to get it on my list this time so I won't forget again.

As for the download, I'll get to it as soon as I can, but the same old cliche applies: my list of things to do is hundreds of lines long, and not only do I have real life taking priority lately, but people keep adding things to the list faster than I can scratch them off.

If anybody knows how to stop time for a while so I can spend the three full weeks it would take to finish everything I've got to do, I'd appreciate you sharing.
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Re:map rotation
« Reply #92 on: April 01, 2004, 11:05:16 AM »
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Speaking of which, If I get a chance tonight I'll set up my Windoze box with HLDS and give you Term serv access so that you can play around with the HTTP DL thingy.

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Re:map rotation
« Reply #93 on: April 01, 2004, 03:04:14 PM »
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Quote from: Porter on April 01, 2004, 10:38:34 AM
I've heard all of these suggestions before, and I I've seen each and every one get replaced a few weeks later when people started complaining again.

Its a given that somebody will always complain about something, that's the American Way. In my opininon though, the people that spend the most time in the server playing should have a larger input on what maps get played. If a few people who might play a half hour every other day complain about a certain map, while the same number of people who play an hour a day support, logic tells me the people who play more should have a stronger voice on the issue. That's just what I think though, but w/e.
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Re:map rotation
« Reply #94 on: April 01, 2004, 04:09:32 PM »
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Here
http://www.ravenousbugblatterbeast.pwp.blueyonder.co.uk/BugblatterPlugins/plugin_blatt_map/Docs/

This is a map voting system where you can nominate the maps, you can also set it up for when the mapvote will start based on time or number of rounds one team won.

"Recently played maps cannot be nominated. The administrator can control how many recent maps are banned."


This is what you want.
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Re:map rotation
« Reply #95 on: April 01, 2004, 09:27:03 PM »
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personally, I think the nominating thing isn't all that hot because half the time I do a rockthevote now, maybe 3 out of 10 even vote for a map. A better system would be one that gives you a 1-5 selection for the next map, and it does it where there is maybe a minute left on the map. The 5 maps that are picked would be random, and we could make it to not pick the same map for the next few maps or something like that. This way people only have to hit 1 key to pick what they want to play next, and majority wins.

If we can't find a script to do this, I am sure we can write one.. how many computer geeks play on here? What language are the scripts written in? Maybe we can work on something together to write it.
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Re:map rotation
« Reply #96 on: April 01, 2004, 10:27:05 PM »
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If you want to code a Metamod plugin, that's straight C, and you'll be hooking DLL calls straight from the Half-Life engine. The language AdminMod plugins are written in is "Small". Description is here: http://www.compuphase.com/small.htm
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Re:map rotation
« Reply #97 on: April 02, 2004, 08:27:07 AM »
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Quote from: Porter on April 01, 2004, 10:27:05 PM
If you want to code a Metamod plugin, that's straight C, and you'll be hooking DLL calls straight from the Half-Life engine. The language AdminMod plugins are written in is "Small". Description is here: http://www.compuphase.com/small.htm

which one do you think would be better for writing this sort of plugin?
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Re:map rotation
« Reply #98 on: April 02, 2004, 08:38:26 AM »
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Well, the last time we were running Blatt (which is the AdminMod plugin Bigs linked to), it wasn't too reliable. (Anybody remember all the fun we had with that??) There are tradeoffs each way.

A Metamod plugin is a LOT of work-- you'll have to get the Half-Life SDK and a copy of MS Visual Studio (or similar) to work with it. The advantage is the weakness: you have to write everything at a very low level but you have lots of control.

AdminMod plugins are much quicker to write, but they are high level, and you only have access to what the AdminMod DLL can hook for you. If you look at the Blatt Map code, you'll quickly find it's a HUGE mess. He's trying to do something AdminMod is NOT well suited for, which is likely why the plugin doesn't work very well and feels "hack-ish" when you see it in action (at least that's how should feel to a programmer.)
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Re:map rotation
« Reply #99 on: April 02, 2004, 11:16:46 AM »
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well..i have two solutions

1) i tweak the rotations again, and try to get more "diversity" into them

2) try out the end of map voting thing again, with a few other tweaks like: no nominations, cant run same map until 5 maps later.

you would also need to make a list of maps that are only able to appear on the end of map voting, while keeping other maps still voting by rockthevote or admin_map (like scoutzknivez)

either way, i'll help with whatever is neccessary. im already use to feeling the heat and getting the complaints for the map rotations, so its nothing new to me.
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Re:map rotation
« Reply #100 on: April 02, 2004, 01:34:03 PM »
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tweaking rotation wont really help I think because its not like I don't want to play survivor EVER, but I might not want to play it when it's the nextmap... so putting it in or taking it out of rotation wont help. (I am using I to mean any given player, and survivor is just an example map)

that is why the voting thing will work a lot better...

porter I have the SDK and I have VS6.. I will look for some code examples and see what I can come up with. Is anyone else interested in working on this from a programming standpoint?
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Re:map rotation
« Reply #101 on: April 02, 2004, 01:47:22 PM »
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Here's the other great part of this new voting option.
For us night owls it will keep us from getting stuck on a custom map with no admin, which will hopefully help us keep some of the non-regulars on the server. It really sucks to be cranking along 4v4 at 1am and then have it be me vs Jeff because tundra or de_747 or something comes along.
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Re:map rotation
« Reply #102 on: April 02, 2004, 02:09:35 PM »
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Quote from: Fotty on April 02, 2004, 01:34:03 PM
Is anyone else interested in working on this from a programming standpoint?

10 PRINT "YOU SUCK"
20 GOTO 10


thats all i got for programming knowledge
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Re:map rotation
« Reply #103 on: April 02, 2004, 09:57:16 PM »
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Quote from: Deuce on April 02, 2004, 02:09:35 PM
10 PRINT "YOU SUCK"
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thats all i got for programming knowledge

That's a lot more than I got.

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Re:map rotation
« Reply #104 on: April 02, 2004, 11:42:34 PM »
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iu like the new sig sg
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Re:map rotation
« Reply #105 on: April 03, 2004, 08:33:01 AM »
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Quote from: biggums on April 02, 2004, 11:42:34 PM
iu like the new sig sg


thanks but direct your credit to fotty.
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biggums
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Re:map rotation
« Reply #106 on: April 03, 2004, 06:32:06 PM »
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awsome job fotty, good idea+ execution.
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Re:map rotation
« Reply #107 on: April 07, 2004, 10:45:24 AM »
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Quote from: biggums on April 03, 2004, 06:32:06 PM
awsome job fotty, good idea+ execution.

thank you sir 
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Re:map rotation
« Reply #108 on: April 07, 2004, 11:10:38 AM »
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I like playing 1 vs 1 with skip, I also like giving biggums positive karma cause no one else does.
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biggums
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Re:map rotation
« Reply #109 on: April 07, 2004, 04:36:16 PM »
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LMAO, but everyone hates me for my leetness (<-) my cockyness and i just like to argue with people.  Besides the fact that in one thread i told people to give me -1 karam every day and see how low i can go.
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Re:map rotation
« Reply #110 on: April 07, 2004, 10:42:18 PM »
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Quote from: biggums on April 07, 2004, 04:36:16 PM
give me -1 karam every day and see how low i can go.

i can answer that one for ya! -127!! just look at porter!
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biggums
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Re:map rotation
« Reply #111 on: April 08, 2004, 12:37:42 AM »
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thats as low as it goes?
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Re:map rotation
« Reply #112 on: April 08, 2004, 06:59:33 AM »
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yep..in the long run, you'll never get any higher/lower then +127/-127
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biggums
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Re:map rotation
« Reply #113 on: April 08, 2004, 08:57:26 PM »
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can we lower that then, caus i wana go real low
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Re:map rotation
« Reply #114 on: April 08, 2004, 09:05:57 PM »
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Your on your way not to worry.

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Quote:
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Re:map rotation
« Reply #115 on: April 08, 2004, 10:22:21 PM »
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Bah, I'm not gonna give you the pleasure....
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biggums
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Re:map rotation
« Reply #116 on: April 09, 2004, 11:31:25 AM »
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damit come on you gota get it so people hate me more than porter

Now it's time to work on the good karma
« Last Edit: April 09, 2004, 11:31:50 AM by biggums » Logged

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Re:map rotation
« Reply #117 on: April 10, 2004, 01:05:18 AM »
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damit come on you gota get it so people hate me more than porter

aww poor Biggums, maybe a karma + will cheer your day. After 119 days i should have your positive to the max.
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biggums
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Re:map rotation
« Reply #118 on: April 10, 2004, 03:27:41 PM »
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lol thanks buddy, +1 for u
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CSReloaded Forums  |  General Category  |  Suggestions (Moderators: Porter, Father Ribs, Surgeon General, Guardian_Tenshi)  |  Topic: map rotation
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