GrangerPub Map Rotation

The rotation. It blows. I’m all for new maps, but please, can we not put flap and bad atcs clones. A nice rotation with a nice mix of default and non-default maps such as gloom, metro, watah, etc would be nice. Cron had a mymap idea earlier, perhaps you guys could implement that as well.

2 Likes

hEY CELE AGREE ONE HUNDRED PERCENT

rotation definitely needs work right now there’s only two maps !rotation transit and procyon ??? what

Atcs, Niveus, Gloom, Karith, Fort5, mercy_b2, Tremor, atcs, dsarena,

Would be a good default rotation for server don’t you think?

The different rotations for different numbers of players is good, it’s just taking out the bad maps.

I agree that flap is horrible and should be taken out.

No touch le Fort5 pls

HI CELCLECELECLELCELCELELCLEL

Please remove flap and for the love of god treecannon.

Maybe we can have a community oriented rotation selection. Change per week and add/remove a new map to the rotation each week. At the end of the week, we can decide whether we want the map to remain on the rotation. Good for a change of pace and if the map is really good, it can become permenant.

7 Likes

had an amazing game on procyon today. i didn’t know it was possible.

The idea has become a WIP but still needs to be completed. Hopefully this will debut on the test7341 server in the next few weeks.

Procyon is a work of art.

At first I really hated on Procyon because of it’s ugly, repetitive textures, and those annoying ass portals.

The last few games on it have been super fun however.

procyon is great and pretty especially that thingy in the middle that’s all shiny and bright and spins!!! i just wish it didn’t come on every 2 maps with barely 12 players, it’s better for that every-once-in-a-while massive 32+ player game.

1 Like

Initial Map rotation. Suggestions welcome. The goal is to rapidly iterate on the map rotation until we have a robust system for adding/remove maps that are popular/unpopular. The copious atcs is because servers that don’t play a lot of atcs will always callvote back to atcs. Instead, give the players enough atcs so they will try newer maps. Also, larger maps won’t be played unless there are enough players for it.

rotation1
{
	atcs
	atcs
	niveus
	atcs
	atcs
	tremor
	atcs
	atcs
	nano
	atcs
	atcs
	utcs
	atcs
	atcs
	if numClients < 2
		goto atcsforever
	if numClients > 10
		arachnid2
	if numClients > 10
		karith
	if numClients > 10
		nexus6
	if numClients > 10
		eden-b3
	if numClients > 10
		cerberus
	if numClients > 10
		spacetracks-r1
	if numClients > 10
		station15-beta7
	if numClients > 16
		metro-b1
	if numClients > 16
		orion
	if numClients > 16
		cleanser
	if numClients > 16
		gloom2beta2
	if numClients > 16
		veddak-final
	if numClients > 24
		procyon-r1
}

atcsforever
{
	atcs
	if numClients > 2
		goto rotation1
}
1 Like

Add +2-4 players to each check because of spectators. (Average 3 specs per 10 players)

Done. Thanks.

The “lowest” rotation should be atcs only, when there are 2 or less players (for the times when the server is empty or emptyish). With this rotation, if the smaller maps part of the rotation is still in effect when there are more players, do those maps still occur? When atcs starts to get crowded, it sucks exponentially more than usual. Also, you forgot to include Fort5 in the rotation (which seems to currently be popular), also DSArena is a decent small map.

DSArena and Fort5 were explicitly not added. Both are essentially the same, except can get extremely campy. They are basically a worse version of nano. The rotation is intentionally top heavy of atcs so that it gains players and then it will be filled with a bunch of non-atcs maps that are fun with many players.