Map variation on servers

General discussion of the Project Reality: BF2 modification.
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Nikolai[NL]
Posts: 108
Joined: 2007-07-12 13:34

Map variation on servers

Post by Nikolai[NL] »

I couldnt find a post about this subject but I was wondering if there is a possibility for servers to somewhat coordinate the map rotations, it happens very often that 8 servers are running the same map (for some odd reason its mostly Muttrah when I log in). I know this is difficult with servers being located in different places and maybe being restarted at different times. Just saying it would be nice cos even though Muttrah City is a nice map, I like to play something else from time to time :)
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space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Map variation on servers

Post by space »

I think that many servers only run the most popular maps, because if an unpopular map is next in the rotation, then you can often kill the server. This means that many of the servers are only running a handful of the maps.

Also it would be very hard to coordinate the map lists because you never know how long a map will last, and if you use the admin controls to change the order while the server is running, then it could cause the server to crash.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Map variation on servers

Post by Rudd »

What I'd love to see is a server playing only the lesser played maps, like Al Kufrah 16 layer (just infantry).

Most servers just run all the full sized layers over and over, a few servers breaking the mold would be good.
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Zi8
Posts: 401
Joined: 2007-12-19 20:43

Re: Map variation on servers

Post by Zi8 »

Heh we are getting same complaints about the maps on our server aswell. For some odd reason, the server starts to get populated when the rotation is at certain point (hmm) so basically it feels that there are only a bunch of maps in the rotation (we have 17 atm :D )
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DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Map variation on servers

Post by DesmoLocke »

I enjoy most of the 64 layer maps but some variation would be nice. Except for Ejod Desert which is a very poor map considering today's standards. I think that map was good for when it came out (0.3?) but the gameplay has surpassed that map greatly.

Another thing is taking some time to think about the rotation more in depth. I forget which server I was on recently, but due to the order of the maps, the same side had armor superiority each round. I think it went Fallujah West, Qwai, and then Kozelsk. So the U.S., then Chinese, and then the Russians had all the armor toys each round.
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MrSh@vid
Posts: 842
Joined: 2009-02-28 20:50

Re: Map variation on servers

Post by MrSh@vid »

What Space says is very true, many maps are not run because they can cause a server's population to drop vastly killing the server off, i know at late nights we will deliberately set certain maps to be next in the rotation just to keep server population alive.
It's often fun to play small variations of maps, Kashan 16 is a personal favorite, and i try to make sure on the server i administrate that most map variations get placed at least once a week.
In terms of co-ordination i think that's a very improbable task that i can't see working unfortunately as nice as it would be. Most servers run map's that keep their server populated, and this often leads to overlap, it's also almost nigh impossible to forecast server crashes and the length of maps and therefore somehow co-ordinate with a dozen other server admins (who may/may not be online or understand the native language of the other admins) what map who is putting on next.
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Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Map variation on servers

Post by Meza82 »

with the new maps since 0.85 all older maps before then should be removed from the map rotation. too many times i see ghost train or twin rivers (or something like that) be played.
i say servers should emphasize newer maps (because a full 64 player map takes so long to rotate) like the new INS maps or Asad Kal.

especially though i would like to see more servers use the new Command and Control game mode. that hardcore mode is the best and most realsitic -open ended warfare. i have only played C and C mode twice. y dont more servers use this new and awsome game mode>?
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MrSh@vid
Posts: 842
Joined: 2009-02-28 20:50

Re: Map variation on servers

Post by MrSh@vid »

Meza82 wrote: especially though i would like to see more servers use the new Command and Control game mode. that hardcore mode is the best and most realsitic -open ended warfare. i have only played C and C mode twice. y dont more servers use this new and awsome game mode>?

In the times I've played it, most of the times people seem to misunderstand the purpose of the game, and get bored and quit, leaving the server half empty. Which is a shame because I've also had some brilliant rounds on CNC maps, i think the best being a round of Fool's on TG.
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M4TsE91
Posts: 11
Joined: 2009-01-23 12:37

Re: Map variation on servers

Post by M4TsE91 »

maybe a clan should try to run a 24/7 CnC server, so people who like and understand that mode can join
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Map variation on servers

Post by Rhino »

ye many popular maps like muttrah etc are being overplayed and shouldn't be so common in server's map lists, maps that are overplayed soon become boring.
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Farks
Posts: 2069
Joined: 2007-01-20 00:08

Re: Map variation on servers

Post by Farks »

The only maps that can make me leave a server is EJOD, Sunset, RTK and OGT. But only if the round and team before was bad.

But otherwise - I agree, people need to find appreciation in all maps.
Last edited by Farks on 2009-06-30 19:08, edited 1 time in total.
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Map variation on servers

Post by space »

:shock: OGT and Ejod are great infantry maps imo!

Its a good example of how its hard to keep everyone happy, but I can think of several other maps which are pretty much completely unplayed nowadays.
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