Deathlike
06-23-2010, 05:26 AM
Beth was asking about how to improve the rotation, so here are my two cents.
There are a few things to point out:
Short maps - Any map that has a 20 minute timer or is considered "easy" to complete (and I don't mean this in Vann Dyno speak).
Long maps - Any map that has a 30 minute or longer timer... maps that require a grind to beat... which usually involve a vehicle to escort for a majority of the level (like goldrush).
There are also other key important type of maps...
Axis attack maps - The few that exist, like warbell or caen....
Axis favored maps - Think of el_kef and others I can't think of off the top of my head..
There are a few key things IMO that should happen:
1) The last map in the rotation MUST be the longest map in the rotation, especially temple. In the worst case scenario, that map will go longer than a 30 minute map. I think I've played temple to death and I don't mind it, but it cannot ever be early in the rotation because every ET player has played it at one time or another.
2) Long maps cannot go back-to-back. The current rotation has oasis, caen, AND paris_bastille back-to-back-to-back. This can be a server killer. It might not be obvious initially, but having any three long maps that can be defensed by axis can be a server killer.
3) Axis attack maps cannot go back-to-back. caen and paris_bastille are both axis attack maps. It would just be as bad as caen and warbell or whatever combo or order you choose. It might "sound" like a good idea to have it back to back, but DO NOT DO IT. You need to space these maps out.
4) No more than 3 short maps can go back-to-back-to-back. The server is killed when say allies win more than say 2 or 3 straight quickly. To properly offset it, you want a long map inserted after 2 or 3 short maps. It is very demoralizing to have too many short maps in the rotation. I don't mind playing axis as much if I have to defend multiple shorter maps.. than multiple long maps...
So hopefully this will help out the rotation somehow.
There are a few things to point out:
Short maps - Any map that has a 20 minute timer or is considered "easy" to complete (and I don't mean this in Vann Dyno speak).
Long maps - Any map that has a 30 minute or longer timer... maps that require a grind to beat... which usually involve a vehicle to escort for a majority of the level (like goldrush).
There are also other key important type of maps...
Axis attack maps - The few that exist, like warbell or caen....
Axis favored maps - Think of el_kef and others I can't think of off the top of my head..
There are a few key things IMO that should happen:
1) The last map in the rotation MUST be the longest map in the rotation, especially temple. In the worst case scenario, that map will go longer than a 30 minute map. I think I've played temple to death and I don't mind it, but it cannot ever be early in the rotation because every ET player has played it at one time or another.
2) Long maps cannot go back-to-back. The current rotation has oasis, caen, AND paris_bastille back-to-back-to-back. This can be a server killer. It might not be obvious initially, but having any three long maps that can be defensed by axis can be a server killer.
3) Axis attack maps cannot go back-to-back. caen and paris_bastille are both axis attack maps. It would just be as bad as caen and warbell or whatever combo or order you choose. It might "sound" like a good idea to have it back to back, but DO NOT DO IT. You need to space these maps out.
4) No more than 3 short maps can go back-to-back-to-back. The server is killed when say allies win more than say 2 or 3 straight quickly. To properly offset it, you want a long map inserted after 2 or 3 short maps. It is very demoralizing to have too many short maps in the rotation. I don't mind playing axis as much if I have to defend multiple shorter maps.. than multiple long maps...
So hopefully this will help out the rotation somehow.