TFP TF2 Map Roster (UPDATED: December 16th 2011)

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Postby iller » Mon Jun 15, 2009 5:21 am

Well I hear a number of complaints from others on it too and just figured I'd pass it along anyway with some Evidence.
...I know that evidence part is always preferred. Thx anyway
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Postby CAPTAIN_BRUMBL3Z » Mon Jul 27, 2009 10:31 pm

Any chance we can get ctf_aerospace taken off rotation? Stick it into nominated if you must, but the majority of this map causes slowdown, slowdown I never get in any other map except a few specific areas on only a couple other customs. Aerospace is nearly unplayable for 80% of its gamespace because of the slowdown and I can run this game smooth as a baby's ass on fairly high settings.
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Postby iller » Tue Jul 28, 2009 2:08 am

Yeh, Aerospace and Aqua definitely come up on the voting screen along with Lots of Arena maps even though no one Nominates them... What causes this if they're not in "rotation"? It's almost like they're still on the list for some reason and their proximity to the nominated map forces them to show up. ...and then people vote for them without even realizing which maps they are...

...and I LIKE Aerospace, it's a real challenge to defend because you have to get up on your own roof where you're gonna be sniped from all the way across the other side of the map... Is that a good thing though? Maybe it just needs "fog" + AreaPortals to improve its performance and a tigher fade-Dist on that Animated Plane model flying overhead?
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Postby CAPTAIN_BRUMBL3Z » Wed Jul 29, 2009 2:05 am

iller wrote:Yeh, Aerospace and Aqua definitely come up on the voting screen along with Lots of Arena maps even though no one Nominates them... What causes this if they're not in "rotation"? It's almost like they're still on the list for some reason and their proximity to the nominated map forces them to show up. ...and then people vote for them without even realizing which maps they are...

...and I LIKE Aerospace, it's a real challenge to defend because you have to get up on your own roof where you're gonna be sniped from all the way across the other side of the map... Is that a good thing though? Maybe it just needs "fog" + AreaPortals to improve its performance and a tigher fade-Dist on that Animated Plane model flying overhead?


If Aerospace got a performance boost by the author so it isn't unplayable on about 70% of the map on a machine that runs everything else like a hot knife through butter, then it'd be better. It's certainly pretty and can be fun but you can't aim when you get FPS chugs.

And Aqua's just too BLU sided and too engie friendly. I've never seen that map defended without 4 sentries or more.
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Postby Ayeaka » Fri Jul 31, 2009 5:47 am

I did once. :D
We were only able to defend the last point, though.

We had two good spies that were coordinating, and keeping their medics without uber, and a pyro watching swift-water, plus we had stickies on the point at all times.

We only had two sentries.
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Postby Gamer Wolf » Fri Jul 31, 2009 2:36 pm

I have to agree and say that Aerospace needs to be pulled from the map roster. The map is just too graphically busy and causes the same performance problems with me too. It does have the potential to be a decent map, but with the major slowdowns in most of the map it just doesn't work.
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Postby Sekh765 » Fri Jul 31, 2009 4:56 pm

Did they ever fix the bug in aerospace where you could grab the intel through the roof? I've seen it done once or twice but that was awhile back so I'm not sure if they fixed it or not.
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Postby Stormcaller3801 » Fri Jul 31, 2009 6:36 pm

No idea. Personally I've never had issues with Aerospace, but I've noticed that games on it typically max at about four players, often with an !rtv request.
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Postby iller » Fri Jul 31, 2009 10:27 pm

Yeah it's rare to see it go more than 2 rounds before getting RTV'd just like Dirtwork. ...then again it was also rare for Aqua to do the same yet it's still in Rotation. If new maps are definitely on the way, then I propose a poll for Glacier to directly replace Aqua in the rotation, ASAP... (since they're both CP maps, rather than upsetting the current rotation by replacing too many CTF maps with PL & CP's)
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Postby kaikashira » Sun Sep 06, 2009 10:32 am

Holy god - i had 11 maps missing from yer cycle, however you guys have a few missing from 7's. (Not surprised though since a lot of these are alpha/betas)
arena_offblast_b1 (I kept the beta version on 7 just for lulz)

cp_2fort - http://www.fpsbanana.com/maps/108539 (it's alpha - breaks the ctf monotony)
cp_blackmesa_final - http://www.fpsbanana.com/maps/56580 (I know there's a v2 in the works, but honestly I find this version a heck of a lot better)
cp_casablanca_v2_a4a - http://www.fpsbanana.com/maps/108431 (Another alpha, but well made for an alpha)
cp_castle4 - http://www.vilepickle.com/map/screens/tf2_cp_castle/
cp_cauldron_a8 - http://forums.tf2maps.net/showthread.php?t=6506
cp_furnace_b4 - http://forums.tf2maps.net/downloads.php?do=file&id=978 (Left the b3 version on since the bz2 of 4 is all i have atm - will fix in the morning as soon as I get up)
cp_gravelpit_night - http://www.fpsbanana.com/maps/103267
cp_hydro - http://www.fpsbanana.com/maps/107831
cp_labor - http://www.fpsbanana.com/maps/37889
cp_mesoamerican_b7 - http://www.fpsbanana.com/maps/74864
cp_no_mercy_b1 - http://www.fpsbanana.com/maps/98491
cp_pacman_normal_wtf - http://www.fpsbanana.com/maps/83712 (freshly updated 4 days ago)
cp_pad_rc1 - http://www.fpsbanana.com/maps/95163
cp_roswell - http://www.fpsbanana.com/maps/50746
cp_sawmill_afterstorm - http://www.fpsbanana.com/maps/108890
cp_shock - http://www.fpsbanana.com/maps/41389
cp_silvertrail_b3 - http://forums.tf2maps.net/downloads.php?do=file&id=869
cp_toy_fort_alt3 - http://www.fpsbanana.com/maps/97314
cp_white_valley_b5 - http://www.fpsbanana.com/maps/101675
ctf_casbah3_b4 - http://www.fpsbanana.com/maps/92490
ctf_energy_b1a - http://www.fpsbanana.com/maps/download/106906
ctf_Decker_b9 - http://www.fpsbanana.com/maps/100654
ctf_pipedream_b2 - http://www.fpsbanana.com/maps/104197 (the b2 is found here: http://www.filefront.com/14252301/ctf_pipedream_b2.zip - for some reason the developer still hasn't edited the description)
ctf_premuda_a7 - http://www.fpsbanana.com/maps/download/109828
ctf_snowdrift_a15 - http://forums.tf2maps.net/downloads.php?do=file&id=1690
dom_canalzone - http://www.fpsbanana.com/maps/107047
koth_base_b3 - http://www.fpsbanana.com/maps/108860
koth_geese_tower_b2 - http://forums.tf2maps.net/showthread.php?ltr=G&t=8845
koth_hydro_bowl_a2 - http://www.fpsbanana.com/maps/108817
koth_loader_v2 - http://www.fpsbanana.com/maps/108422
koth_moonshine - http://www.fpsbanana.com/maps/108486
koth_sandvich_b1 - http://forums.tf2maps.net/downloads.php?do=file&id=2203
koth_tomb_b2 - http://www.fpsbanana.com/maps/108912
mario_world_a11 - http://www.fpsbanana.com/mirrors/files/169354 (obscure map source)
pl_craven_b2 - http://www.fpsbanana.com/maps/103395
pl_donkeykong_final (Download directly from 7 - most of the original sources are long dead)
pl_emergency - http://www.fpsbanana.com/maps/104359
pl_mill_b5 - http://www.fpsbanana.com/maps/83135
pl_redship_b8 - http://forums.tf2maps.net/showthread.php?t=8349
pl_rivercrossing_rc2a - http://www.fpsbanana.com/maps/108119
rats_tequila_b01 - http://www.fpsbanana.com/maps/94933
reactorcomplex_b5a - TFF/TFP community user map (variable point version)
reactorcomplex_b6 - TFF/TFP community user map (locked point version)
yiffy_b9 - Gag map. Only on 7.

Phew.

All of those are up to date as of 9-6-09 5:30 am CST.

Any wonder my 100 GB of monthly bandwidth vanished? xD Lemme know about cross-referencing maps so that I can remove some folks on other servers have tested and hated.
~Kai
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