schNee Posted February 1, 2017 Share Posted February 1, 2017 baserace got a bug when there is too many people on the server. The shooting mechanics glitches so you can't shoot for a while. You will get a red error message in the console. Very annoying. The problem is not that we don't have enough maps or creativity to find new good maps. The problem is that it takes too long between the change of maps. Alot of people are busy with work, real life and other stuff. When they get home they want to unwind with a game, wife or kids and just relax. Maybe there is a possibility to appoint a person that is solely dedicated to change the map rotation once a month? i saw servers who have 10 different map rotations. u can vote also for the diff rotations so you only need to update and upload once and it works alone. make 10 diff. rotations. standard maps and some custom maps and here we go i'd like to support 2 Quote Link to comment Share on other sites More sharing options...
United Blood Posted February 1, 2017 Share Posted February 1, 2017 We could do with some new maps again. I agree with Subway. 1 Quote Link to comment Share on other sites More sharing options...
vehx Posted February 1, 2017 Share Posted February 1, 2017 i saw servers who have 10 different map rotations. u can vote also for the diff rotations so you only need to update and upload once and it works alone. make 10 diff. rotations. standard maps and some custom maps and here we go i'd like to support Schnee i am 100% with you on that !!! my complaint is that the current rotation has been in place for a very long time , ( at least on silent 1 and hard core) , i know this may get me booed by others but i miss chicken bucket , as well , doink posted in this forum section about a new , or at least new to me lol , map called raiders , that sounded really interesting from his description , so i am all for shaking up the map rotations , and allways in support of new maps Quote Link to comment Share on other sites More sharing options...
Raw64life Posted February 19, 2017 Share Posted February 19, 2017 Just bumping this thread because not much has changed on Silent 1, and the complaints are getting louder and more frequent. - Goldrush TE is still a dreadful map for 16v16 and needs to be replaced with the original version or just any other version - People are complaining more and more about the same few maps getting played constantly. Personally I think increasing the 5 map rule to something like 7-8 would be a good remedy for this. - People are just requesting new maps in general. Of course they rarely if ever sign up to the forum and post about it when you tell them to, but the demand is there nevertheless. Maps like Ice and Teuthonia that get played basically never sit there and rot when they could be replaced with maps people want to try. I'll cross post this in the other relevant thread. 3 Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted March 11, 2017 Administrators Share Posted March 11, 2017 New maps are added - from the list which schnee made - Bergen final* Breakout MLB Bergheim (Beta 9) MLB Daybreak Rommel final* Subway 6 Quote Link to comment Share on other sites More sharing options...
b0rR*4cHo Posted March 12, 2017 Share Posted March 12, 2017 New maps are added - from the list which schnee made - Bergen final* Breakout MLB Bergheim (Beta 9) MLB Daybreak Rommel final* Subway Thanks for new maps, much appreciated. Bergen final was just played and seems to cause server lag. A demo is on the way from Cata. When she would try planting dynamite, the lag would increase and the dynamite would just disappear. Other players complain that as you get near the tank to fix it, they also experienced heavy lag. I am hoping there is some way to address this other than removing the map. It does look enjoyable to play. I sent links to Cata's demos in a message to DD and annibal per redbaird's request 1 Quote Link to comment Share on other sites More sharing options...
Administrators daredevil Posted March 12, 2017 Administrators Share Posted March 12, 2017 that map is removed until we find the fixed mapscript for it. I had one but it's not working anymore. 1 Quote Link to comment Share on other sites More sharing options...
DoubleDragon Posted March 12, 2017 Share Posted March 12, 2017 I only received a message about this from schNee I didn't see this post will look into it when I get a pk3 copy and some free time Quote Link to comment Share on other sites More sharing options...
DoubleDragon Posted March 12, 2017 Share Posted March 12, 2017 This will be interesting to explain The map is executing end map at the time of the last objective that is still in motion " the falling tower " after it is blown there needs to be a wait time greater then the time it takes for the tower to alternately fall and complete so right before wm_endround need to add wait 1500 or 2000 that is in ms so it's 1.5 secs or 2 secs to complete the rotation of the script or the map will end before the objective is complete or the tower it self needs to be marked out to to a accum 2 to not alternately switch between mover scripts to display falling tower. Or this will complicate it a bit set the tower's alternately to fall to a longer time limit before executing the wm_endround command in the tower trigger script it self on the bottom either way before the map ends completely and displaying a falling tower maybe to short. in gm with no wait time. trigger allies_win { wm_setwinner 1 wm_announce "Allied team have destroyed the transmitter" wm_objective_status 1 0 0 wm_objective_status 1 1 1 //typically the wait time goes here wm_endround } On the radar controls script the death of it I think that it needs to be in the gamemanger to pause the death of the map to what ever time it takes for the variables below trigger to complete that is my only opinion with out decompiling the map or playing it kind of a thought haven't really played it or opened it in et just read the script. death { trigger game_manager allies_win wm_announce "the allies have detroyed the transmitter!" // alternate wait time would go here. maybe 100 ms after the gamemanager wait if added to be a split second trigger transmitter collapse trigger tower_fall fall alertentity tower_falling alertentity tower_radio } But by adding a wait time to the game manger will cause the ending to appear after it is fallen now with that said you will have to put a wait time in the trigger after the wm_announce to be after the gamemanger calls for the allies_win script some where right there it is causing the game to close to next map before the map completely cycles scripts meaning you will have to wait on it some where by testing the trigger or the gamemanger I haven't tried yet this is just reading it. But what ever you put in the gamemanger to wait you will have to match it to wait after it is announced. Just want to point out one other thing being it's not really important is the wm_objective_status doesn't have to be in the trigger allies_win script cause it is a monitor function that calls upon other entities which really has no baring on the actual game needing it to end the map this could be the bug but is a hypocritical opinion. Like below from the top. trigger allies_win { wm_setwinner 1 wm_announce "Allied team have destroyed the transmitter" //typically the wait time goes here wm_endround } Quote Link to comment Share on other sites More sharing options...
!MX Posted May 27, 2017 Share Posted May 27, 2017 Well, can i suggest put some jay1 maps in silent? i have noticed that sometimes silent is almost full and it will be good if some big maps come to us. I know, i know, big maps already been added for us, but there are some good maps and jay1 too. It´s my opinion 3 Quote Link to comment Share on other sites More sharing options...
My Ass Posted May 29, 2017 Share Posted May 29, 2017 Well, can i suggest put some jay1 maps in silent? i have noticed that sometimes silent is almost full and it will be good if some big maps come to us. I know, i know, big maps already been added for us, but there are some good maps and jay1 too. It´s my opinion It's silent not jay... So don't mess with jay maps ... 2 Quote Link to comment Share on other sites More sharing options...
!MX Posted May 29, 2017 Share Posted May 29, 2017 It's silent not jay... So don't mess with jay maps ... Quote Link to comment Share on other sites More sharing options...
Symfony Posted May 31, 2017 Share Posted May 31, 2017 Please remove the TE version of Goldrush. This map is way too small and cramped for reasonable play when there's a large amount of players on the server. It's not meant for a large server and is really, really bad when played on one. GA or GALS would be best for silent1, especially with all of the different explosive weapons and arty people like to use. Just bumping this thread because not much has changed on Silent 1, and the complaints are getting louder and more frequent. - Goldrush TE is still a dreadful map for 16v16 and needs to be replaced with the original version or just any other version - People are complaining more and more about the same few maps getting played constantly. Personally I think increasing the 5 map rule to something like 7-8 would be a good remedy for this. - People are just requesting new maps in general. Of course they rarely if ever sign up to the forum and post about it when you tell them to, but the demand is there nevertheless. Maps like Ice and Teuthonia that get played basically never sit there and rot when they could be replaced with maps people want to try. I'll cross post this in the other relevant thread. 5 Quote Link to comment Share on other sites More sharing options...
Ann!b@l Posted June 13, 2017 Share Posted June 13, 2017 (edited) I didn't mention it earlier but I had removed Glodrush_TE and added as replacement Praetoria_m2 some days ago. Let me know if you like, dislike, or want new maps. thanks. Edited June 13, 2017 by Ann!b@l 1 Quote Link to comment Share on other sites More sharing options...
Valk Posted August 10, 2017 Share Posted August 10, 2017 May I suggest that the version on the server now Adlernest get's replaced with Adlernest_Roof. Quote Link to comment Share on other sites More sharing options...
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