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Forum Home > UnFreeZe Game Servers Fail-Safe Forum > UnFreeZe Game Server Map Rotation
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adminlessPM
#1
UnFreeZe Game Server Map Rotation
Feb 09, 2017 8:07 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
eo hey hi all

it seems that it has been a subject of discussion what maps are being play at the server, so per popular request I'll open a thread here to disscuss the issue. some people request for callvote to be enabled unfortunatelly callvote won't be enabled, I know well from experience that callvote for popular public servers like this one is evil, it just require such a level of control and supervision that in practice it just doesn't work.

so, what I will do instead it will be try to address the issues for what you want to call the votes for, then please discuss here your thoughts about what maps you like and what you don't, in what situations and for what reason so we can tweak the rotation a bit to better fit the game for everybody.

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Last edited by: adminless Feb 09, 2017 1:12 PM
adminlessPM
#2
Feb 09, 2017 8:41 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
so me first

actually I think the rotation is very fit, keep in mind that the idea is to keep some quality and variation, it makes no sense to make either a virtually endless rotation or have an one, two or three maps rotation, and also make it good for at least most people. also keep in mind that the rotation here is dynamic, it suits the servers load. so, basically the server rotation is actually divided in three groups as follows:

smalls maps:

q3dm3 (-)
q3dm4
q3dm5 (-)
q3dm10

medium maps:

pro-q3tourney2 (+)
q3dm9
pro-q3tourney4
pro-q3dm13 (+)

big maps:

pro-q3dm6 (*)
q3dm7
q3dm8

11 maps in total, most of them I think that are very well know good maps of all of them I think that may be only q3dm9, q3dm10 and q3dm8 may be a bit weak in some situations.

q3dm8 is important because there's not many suitable big maps in the rotation, so in situations of load the server could become just q3dm7 and pro-q3dm6 and even so it's not such a bad map after all.

q3dm10 may not be the best map but after all for a small game and specially for the server settings I think it works good.

q3dm9 most likely can be the weakest map in the rotation, however in general I think it gives mixed results, it really depends on the mood and on the kind of players at the time.

overall I think the rotation is actually pretty neat so may be it could just need that, some fine adjusting here and there, not very much than that.

those are my impressions let me know yours and we'll see.

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Last edited by: adminless Feb 10, 2017 6:57 AM
adminlessPM
#3
Feb 10, 2017 7:11 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
ok, done, after take some time thinking about it I finally did that fine tunning of the rotation, the rotation is essentially the same only this minor changes were introduced:

- pro-q3dm13 and pro-q3toruney2 were tuned up for a smoother transition between the medium and big maps ("bridge" maps category)
- pro-q3dm6 begin a central map got a bit more of air (just a bit)
- q3dm9 being one of the weakest maps instead of be removed it was just tuned down a little bit (same goes for pro-q3tourney4, same category, for consistency)
- shuffled the rotation to add some variation to the list

ok I believe that for now that's it, overall I think that it's a pretty solid rotation and it should work on most circumstances and for most people.

let me know what you guys think or if you have any other suggestion

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Last edited by: adminless Feb 10, 2017 7:32 AM
adminlessPM
#4
Feb 10, 2017 11:06 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
ok, this time last update about the rotation:

- finally I resolved to remove q3dm9 and q3dm10 (it looks like they wasn't doing it, if someone miss them they can be re-added again in the future)
- switched back pro-q3tourney2
- favored q3dm4, pro-q3dm13 and pro-q3dm6 (as "bridge" maps)
- improved rotation variation depth

nothing more, those are the final adjustments, I think the best is just leave it as is by now.

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Last edited by: adminless Feb 10, 2017 11:21 AM
adminlessPM
#5
Aug 18, 2017 6:28 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
ok, after some time I think it was time to give this a small review/update, then as the server grew up and is some more popular the rotation, specially on high loads may get a bit "repetitive" so some people requested about some new maps to be added then after talk with some people and think about it, I decided to give it a try and just add a couple of maps.

for the most part the rotation keeps being exactly the same only change is that I introduced a killer maps category around the bridge for when the server is (almost) full with the maps q3dm11 and q3dm14. q3dm14 seemed to be a popular choice while q3dm11 is, as the guy who though this, my personal choice that I believe that should accommodate pretty good for the situation in hand (at least it does to me in the design).

btw both maps were already in the rotation but were removed for some reason or another, people was WTF, didn't know, about q3dm11 (and didn't really bother to get into it) and q3dm14 was kinda good but big and then may be it's was still too soon to introduce it in the rotation. so now that time passed and circumstances changed and are different I think that it's time to give this a try and then let's see how it does, just some quick first impressions are that the reception points in the generally positive direction but obviously it's still to soon to make a final statement and call this finished.

anyways nevertheless should ever just doesn't work and the rotation would be changed back (or just changed differently), not big deal here, just let me know.

ok, that's it for now, overall I think that this should be final adjustments more or less. anyways please feel free to participate and share your opinions requests.

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Last edited by: adminless Aug 18, 2017 6:42 AM
adminlessPM
#6
Aug 19, 2017 7:13 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
so to sort the things out (for myself included hehe) the rotation finally goes like this:

- small maps:

q3dm3 & q3dm5

* medium bridge:

q3dm4

- medium maps:

pro-q3tourney2 & pro-q3tourney4

* big bridge:

pro-q3dm13

- big maps:

q3dm7 & q3dm8

* wildcard:

pro-q3dm6

- top maps:

q3dm11 & q3dm14

all the maps will load accordingly to the situation obviously. ok, that's it, I think that should make a solid rotation of 11 maps in total I believe containing enough variation and quality for any situation thus so far this can be called finished.

anyways I'll leave this open in case there's need to tweak something in the future however by now I think that almost everything was tried already.

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Last edited by: adminless Aug 19, 2017 8:34 AM
adminlessPM
#7
Aug 25, 2017 9:12 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
eo, ok time for a "final" update here, while trying to make the most out of the game I came up with the idea of beside the previously definitive mentioned categories introduce a new special "bonus"/"promo"/"wildcard" maps category to try some maps in the future or introduce some variation while keeping the core of the rotation as is.

at the moment I started the this new category by adding q3dm2 (probably the only good know map missing) which I'm sure it will be much appreciated for those 2vs2, 3vs3 matches in the mornings/nights.

and that should be it because if we look at what's missing there's really not many other good options available:

-q3dm0, q3dm1, q3tny1, q3tny3, q3tny5: "demo"/1vs1 maps
-q3dm16, q3dm17, q3dm18, q3dm19, q3tourney6: bad quality/rail-only maps
-q3dm12, q3dm15: questionable quality/too big maps
-q3dm9, q3dm10: ok maps, tried (see first posts) did NOT work

finally please keep in mind that is impossible to do any rotation (non trivial, of course, e.g. Campgrounds II 24/7 :/ ) that accommodates to every single like of every single player at every single moment.

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kaba777PM
#8
Oct 16, 2017 11:36 AM
kaba777[HUN] UnFreeZe (Quake 3) - Joined: Jun 10, 2017
Posts: 3
i think the ospdm7 and overkill map is funny. And my question why can not callvoteing map?

kaba
adminlessPM
#9
Oct 17, 2017 5:04 AM
adminless fpsclasico.de - Joined: Feb 11, 2009
Posts: 436
hey hi

we no longer use this forum, I just leave this forum here as a backup in case my own one experiences any kind of problem, then please join here instead to follow the discussion:

http://forum.unfreeze.ga

regarding your questions, the callvote is answered on first post of this thread and more in detail here, those maps (custom maps) you already have them in the UnFreeZe2 server (it doesn't have ospdm7 but has ospdm1 and ospdm6) at any time other than late evenings (when UnFreeZe1 is full) and you can vote for maps here.

see you mate

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kaba777PM
#10
Oct 17, 2017 1:43 PM
kaba777[HUN] UnFreeZe (Quake 3) - Joined: Jun 10, 2017
Posts: 3
Hello!
What you link to your own forum page, I think it's pretty dead, so I wrote it here. The vote you made on the maps was not too interactive about 2 votes in total. I am old motorbike, if I can say it for about 15 years and I noticed that the overkill map is an audience favorite. About ospdm7 is just that my personal favorite
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