Posts: 12
Threads: 3
Joined: Mar 22, 2010
Nice servers, I play on them all the time. I have a small suggestion- separate koth_sawmill and ctf_2fort by a map or two in the rotation.
I'm not clamoring for their complete removal, and I don't think I'm a lone wolf on the matter- that the maps are not particularly well liked, and having them right next to each circumvents the point of the skip votes you folks put in.
Posts: 532
Threads: 5
Joined: Jul 04, 2009
YES
Koth_sawmill is terrible and it sucks because people always skip 2fort.
Posts: 5,877
Threads: 182
Joined: Dec 11, 2004
cp_fastlane
cp_yukon_final
cp_gravelpit
koth_viaduct
ctf_doublecross
pl_hoodoo_final
ctf_sawmill
cp_well
plr_pipeline
cp_egypt_final
cp_dustbowl
ctf_turbine
cp_granary
koth_nucleus
pl_goldrush
ctf_well
cp_badlands
tc_hydro
pl_badwater
cp_junction_final
cp_steel
koth_harvest_event
cp_gorge
ctf_2fort
koth_sawmill
So what do you want to move where?
Posts: 12
Threads: 3
Joined: Mar 22, 2010
From the way it's already ordered, you could probably get away with moving gravelpit in-between 2fort and koth_sawmill, which I think could address the problem while not disturbing the flow/creating another unpopular pair of maps bumping elbows from the move.
Some other opinions would be good- gravelpit is simply the first thing that looks like a solution to me.
Posts: 5,877
Threads: 182
Joined: Dec 11, 2004
So you'd want pukon followed by viaduct? Oh god, no.
Posts: 71
Threads: 2
Joined: Jan 13, 2008
I don't know what gets skipped most often, or how much that plays into your order, but I would also like to see separation between both cp_fastlane & cp_yukon_final, and cp_egypt_final & cp_dustbowl.
I tried my hand at crafting a rotation, but it's something that I don't think there will be much consensus on.
Posts: 25
Threads: 3
Joined: Mar 23, 2010
If it's possible, could one more map separate ctf_doublecross and ctf_sawmill? If pl_hoodoo gets skipped (and it happens enough when I'm on), people end up having to play two ctf maps in a row, which can be rather soul killing. Either move doublecross up one in the rotation, or move sawmill down one in the rotation and that would resolve that problem.
Posts: 1,041
Threads: 78
Joined: Jul 29, 2009
Perhaps?
cp_fastlane
ctf_2fort
cp_gravelpit
koth_viaduct
ctf_doublecross
pl_hoodoo_final
ctf_sawmill
cp_well
plr_pipeline
cp_egypt_final
cp_yukon_final
ctf_turbine
cp_granary
koth_nucleus
pl_goldrush
ctf_well
cp_badlands
cp_dustbowl
tc_hydro
pl_badwater
cp_junction_final
cp_steel
koth_harvest_event
cp_gorge
koth_sawmill
Posts: 71
Threads: 2
Joined: Jan 13, 2008
thenyproject Wrote:Perhaps...
I'd say that looks pretty decent, except I'd move
cp_dustbowl before
ctf_sawmill. It's still a little ctf-top-heavy, but I think that's an improvement from the current rotation without a completely new one.
cp_fastlane
ctf_2fort
cp_gravelpit
koth_viaduct
ctf_doublecross
pl_hoodoo_final
cp_dustbowl
ctf_sawmill
cp_well
plr_pipeline
cp_egypt_final
cp_yukon_final
ctf_turbine
cp_granary
koth_nucleus
pl_goldrush
ctf_well
cp_badlands
tc_hydro
pl_badwater
cp_junction_final
cp_steel
koth_harvest_event
cp_gorge
koth_sawmill
Posts: 363
Threads: 6
Joined: Dec 06, 2008
yukon is a pretty good map, needs another opening to the last cap point but other than that I like it a lot.
5 point cp maps or bust