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[Valve Maps] Server Rotations
#41

I like it. Give it a go.
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#42

Ramma's rotation worth a run.

Thanks.
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#43

Seems like a decent rotation.

But I've come to accept that whenever I don't really want to play a map, it won't be skipped...
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#44

Do it DF.
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#45

Would it be possible to remove the last chunk and split its maps up among the four remaining chunks? That last chunk just really seems like a server killer.
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#46

k, working on that now
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#47

indeed it is

[Image: hell-met.jpg]
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#48

premod:
Code:
cp_dustbowl
ctf_well
pl_goldrush
koth_sawmill

cp_granary
cp_steel
pl_hoodoo_final
ctf_doublecross
koth_viaduct

cp_gorge
ctf_sawmill
pl_badwater
cp_egypt_final
cp_fastlane
koth_nucleus

cp_badlands
ctf_2fort
cp_gravelpit
koth_harvest_final
plr_pipeline

cp_well
tc_hydro
cp_yukon_final
ctf_turbine
cp_junction_final

becomes :
Code:
cp_dustbowl
ctf_well
pl_goldrush
koth_sawmill
cp_well
ctf_turbine

cp_granary
tc_hydro
ctf_doublecross
cp_junction_final
pl_hoodoo_final
cp_steel
koth_viaduct

cp_gorge
ctf_sawmill
pl_badwater
cp_egypt_final
cp_fastlane
koth_nucleus

cp_badlands
ctf_2fort
cp_gravelpit
koth_harvest_final
cp_yukon_final
plr_pipeline
What do ya'll think of these changes?
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#49

I'd probably swap the second and third sections, otherwise you have:
Quote:koth_sawmill
cp_well
ctf_turbine

cp_granary
tc_hydro
ctf_doublecross
cp_junction_final
Ugh.
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#50

np there, feel free to mix chunks as needed. So then we get:

Code:
cp_dustbowl
ctf_well
pl_goldrush
koth_sawmill
cp_well
ctf_turbine

cp_gorge
ctf_sawmill
pl_badwater
cp_egypt_final
cp_fastlane
koth_nucleus

cp_granary
tc_hydro
ctf_doublecross
cp_junction_final
pl_hoodoo_final
cp_steel
koth_viaduct

cp_badlands
ctf_2fort
cp_gravelpit
koth_harvest_final
cp_yukon_final
plr_pipeline
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