New DCC CTF Servers?

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Tue Sep 01, 2009 8:50 am

  • It's quite clear that currently the DCC CTF server is one of the most popular server (due its not laggy, awesome pings etc), so of course people are looking for this server all the time, but since there is only a capacity of 12 players who can play on this server it means there are TONS of other guys who cant join, need to keep on waiting, or just go to a minsta ctf + hook (meh.... :P) server. Dont you think it would be a good idea to open a DCC CTF #2 Server too? Im pretty sure that there would be enough capacity for another one, also the server would be just as full all the time as the other one. There was a topic about original CTF is dieing, now this could be a step to stop it, and playerflood to minsta ctf servers, by providing enough capacity that can hold the player amount who request a good and lagless CTF server. I truly think it does give a try, cant loose anything on it ;)
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    FraNcoTirAdoR
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Tue Sep 01, 2009 11:45 am

  • I occasionally play on the DCC Laid Back Delight CTF server during the daytime here when the US servers are mostly empty.

    It makes more sense to me to expand the server's capacity rather than create a second server. I run the House of CTF server in the US. The HOCTF server has a max of 32 slots and that seems to work pretty well. But to make this really work, it's useful to use the map size files (maps/mapname.sizes) to prevent small maps from appearing in the vote list when the server is full, and to prevent huge maps from appearing when only a handful of players are playing.
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Tue Sep 01, 2009 12:19 pm

  • Dokujisan wrote:It makes more sense to me to expand the server's capacity rather than create a second server.


    the problem is that there would be no way to play some small maps that are really nice, like ctctf6 or hydronex, those maps would be a huge mess with 18-20 players for sure. I was to make an idea post about playernumber dependant votelist btw, good point ;)
    Last edited by FraNcoTirAdoR on Tue Sep 01, 2009 12:22 pm, edited 1 time in total.
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    FraNcoTirAdoR
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Tue Sep 01, 2009 12:21 pm

  • theres no sane maps that can handle 16v16 afaik. most are on the edge of chaos with 8v8.
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Tue Sep 01, 2009 2:14 pm

  • so we would be playing redstar republic with 64 players all the day on the server :P
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Tue Sep 01, 2009 2:16 pm

  • FraNcoTirAdoR wrote:
    Dokujisan wrote:It makes more sense to me to expand the server's capacity rather than create a second server.


    the problem is that there would be no way to play some small maps that are really nice, like ctctf6 or hydronex, those maps would be a huge mess with 18-20 players for sure. I was to make an idea post about playernumber dependant votelist btw, good point ;)


    I don't think you understood what I was suggesting. You can setup maps on a nexuiz server so that they only appear when there are between X and Y number of players. So you can set it up where the small maps start appearing when there are few players, and large maps start appearing when there are more players. That is how I setup my server.

    Of course, you would only be able to play the small maps during the day, or early afternoon or really really late at night when there are fewer players on.
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Tue Sep 01, 2009 2:30 pm

  • there are not many good large maps
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Tue Sep 01, 2009 4:08 pm

  • Dokujisan wrote:I don't think you understood what I was suggesting. You can setup maps on a nexuiz server so that they only appear when there are between X and Y number of players. So you can set it up where the small maps start appearing when there are few players, and large maps start appearing when there are more players. That is how I setup my server.


    I perfectly understood it, read the last sentence of my reply to that ;) But actually what im saying that there are more of the better medium sized maps than from the large ones, just imagine a voteable maplist when the server is full with redstar, greatwall_overloaded, opposingcastles, tundarmagi... Everyone would leave and not because the maps are bad or sth but becuse they dont wanna travel for half an hour between bases just have some intense fun.

    Its maybe just my opinion, but alltogether smaller/medium sized maps are better for most of the people looking for some fun, but freshly arriving players (and also the increasing playernumber) would make it impossible to play "usual sized maps" on that server and not some HUGE map.
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Tue Sep 01, 2009 4:24 pm

  • I agree with Franco on this completely. Huge maps, especially ones which are difficult to traverse are really really dull.
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Tue Sep 01, 2009 4:26 pm

  • Sepelio wrote:Huge maps, especially ones which are difficult to traverse are really really dull.


    Also the engine handles huge maps.... well.... everyone knows how :D Especially the open ones, just imagine this with a combination of 24-30 players, im not sure everyone has a nuclear powerplant under the hoods of their computer. ;)
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Tue Sep 01, 2009 5:48 pm

  • tZork wrote:theres no sane maps that can handle 16v16 afaik. most are on the edge of chaos with 8v8.


    tZork is right Dokujisan..

    Another server 12 slot is enough rather then quite unplayable 20 player spam mess on ctf maps
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Tue Sep 01, 2009 5:49 pm

  • FraNcoTirAdoR wrote:
    Sepelio wrote:Huge maps, especially ones which are difficult to traverse are really really dull.


    Also the engine handles huge maps.... well.... everyone knows how :D Especially the open ones, just imagine this with a combination of 24-30 players, im not sure everyone has a nuclear powerplant under the hoods of their computer. ;)


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Tue Sep 01, 2009 7:03 pm

  • I would like to see what happens on Arahia CTF (yes I know, ctf version isnt out yet :D) with 12v12 (WITH maybe more weapons on Arahia :P).
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Tue Sep 01, 2009 10:14 pm

  • On my server, we play sometimes with 20 or so players (plus some spectators) and there are some maps that can handle that well. Not many maps, but some. A handful of dublpaw's maps can handle that number of players (go, trust, fighterbay).

    Playing with a large number of players on a larger map is a different style of gameplay because you have to evade so many people, and you don't get to stack up on resources. I think referring to all games with a large number of players as a spamfest, or as pure chaos, is an oversimplification. You have to play the match differently to not get caught in spammy areas of the map. You have to do more with fewer resources.

    Also, if there were a need for larger maps that are well thought out, then perhaps mappers might make maps for that purpose. Or, perhaps some existing larger maps could be "fixed" to give them better gameplay.

    One thing MikeeUSA has talked about before, that I found interesting, was the idea of having huge matches (like 20 vs 20 or more) on large maps. That was the basis of some of his map designs, like opposing castles. I think the maps he created for that purpose mostly failed in terms of gameplay, but the idea is a nice one. I've often considered the idea of organizing a massive CTF match like this and having a couple maps designed just for this purpose.
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Thu Sep 03, 2009 1:31 am

  • Dokujisan wrote:On my server, we play sometimes with 20 or so players (plus some spectators) and there are some maps that can handle that well. Not many maps, but some. A handful of dublpaw's maps can handle that number of players (go, trust, fighterbay).

    Playing with a large number of players on a larger map is a different style of gameplay because you have to evade so many people, and you don't get to stack up on resources. I think referring to all games with a large number of players as a spamfest, or as pure chaos, is an oversimplification. You have to play the match differently to not get caught in spammy areas of the map. You have to do more with fewer resources.

    Also, if there were a need for larger maps that are well thought out, then perhaps mappers might make maps for that purpose. Or, perhaps some existing larger maps could be "fixed" to give them better gameplay.

    One thing MikeeUSA has talked about before, that I found interesting, was the idea of having huge matches (like 20 vs 20 or more) on large maps. That was the basis of some of his map designs, like opposing castles. I think the maps he created for that purpose mostly failed in terms of gameplay, but the idea is a nice one. I've often considered the idea of organizing a massive CTF match like this and having a couple maps designed just for this purpose.


    I like the idea of huge matches on huge maps, but it would seem I'm out numbered.
    People playing nexuiz seem to be interested in small maps only, since they don't want to use tactics and team play, just defend the flag or going for the enemy flag.

    Taking in a position on a bigger field for tactical purposes doesn't seem to interest them.
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