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Do you have "mp_stalemate_enable" set to 1 in your startup?

On Feb 1, 2008 7:08 PM, Vince W. <[EMAIL PROTECTED]> wrote:

> I am wondering why valve decided (apparently) to not allow sudden death
> mode in ctf_well.  I cannot even force sudden death mode on the map with
> Beetlemod's admin plugin.
>
> Furthermore, the map does not honor mp_timelimit or mp_maxrounds, and
> since TF2 does not have an mp_roundtime, then there seems to be no
> official way (official = something I don't have to use a 3rd party
> plugin to do) to end the map if things end up in a stalemate, other than
> just doing a changelevel.  Which is of course very abrupt and a
> non-tasteful way to do things.
>
> I wish I could I say that all of the players on our servers always act
> like a team and coordinate to accomplish the objective of the map, but I
> would be lying to say so.  As a matter of fact, most of the time, they
> don't.  So CTF maps very often end up in stalemate.
>
> On every other CTF map we run on our server (Valve map or custom map),
> even tc_hydro, mp_stalemate_enable switches the map into sudden death
> mode if neither team has accomplished the objective by the time limit.
> We use Beetlemod's "melee weapons only" feature for sudden death mode -
> it is enjoyable for most of our regulars, and for those few who complain
> about it, we tell them to complete the objective before time limit if
> they don't like getting stuck in melee only mode.
>
> Whether we use melee only or not doesn't really matter though - the
> point is - we don't want our server stuck on ctf_well for 3 hours
> because it happens to take that long to cap the intel three times, and
> the map won't honor mp_timelimit.
>
> I do hope this was an oversight on Valve's part.  Apparently there is
> some talk of Valve doing away with sudden death mode across the board in
> TF2.  I do hope there is no truth to this.
>
> Please fix this in ctf_well.  As it stands currently we have to use a
> 3rd-party plugin to force the map to change (without a
> scoreboard/mp_chattime) after x number of minutes just to get on with
> the map cycle, and spam warnings to the console as the timer end
> approaches.  This is cheesy, and I don't even run like to run custom
> maps where this is necessary.  I would not expect this to be a problem
> with an official Valve map.
>
> Please let the server operators choose how to run their servers and maps
> need to run.  Don't decide for us.  Without server operators your
> customers would have nowhere to play.
>
> Thank you.
>
> Vince
>
>
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