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Team Fortress 2 TF2: Valve's long-awaited successor to Team Fortress Classic, distributed over the Steam Platform.

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Old 05-16-2008, 12:42 AM   #31 (permalink)
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Ya pretty funny, just like Lyra having feelings.
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Old 05-16-2008, 12:54 AM   #32 (permalink)
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Quote:
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Anyone else laugh at the name "Rapist in Denial"?
LoLed hard!
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Old 05-16-2008, 02:47 AM   #33 (permalink)
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Rapist in Denial, Y3K bug, and Tiebolt all teamed up on the next map to serenade my team with S Club 7.

Fantastic.
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Old 05-16-2008, 06:17 AM   #34 (permalink)
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24/7 2Fort definitely gets my vote. I don't see why we need to split hairs with one server running custom maps and the other stock maps seperately.
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Old 05-16-2008, 07:03 AM   #35 (permalink)
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If they arent different in some way, theres no incentive to populate the second server. People would just join the one with more regulars.
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Old 05-16-2008, 01:01 PM   #36 (permalink)
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Dammit, now I have to go and find the thread that explains how to bind a key to log in as a paid member so I can join the server if it fills up :/
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Old 05-16-2008, 01:16 PM   #37 (permalink)
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Dammit, now I have to go and find a way how to STACK 2 SERVERS AT THE SAME TIME !

Fixed !
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Old 05-16-2008, 01:44 PM   #38 (permalink)
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Originally Posted by Braidedheadman View Post
I don't see why we need to split hairs with one server running custom maps and the other stock maps seperately.
We mean have the rotation on the second server have only custom maps. We'd still load custom maps on Server 1, they just wouldn't be in the rotation (like it is now).
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Old 05-16-2008, 01:56 PM   #39 (permalink)
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Fixed !
Jackass!
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Old 05-16-2008, 05:37 PM   #40 (permalink)
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Quote:
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If they arent different in some way, theres no incentive to populate the second server. People would just join the one with more regulars.
Yeah, everyone needs to keep this in mind. Some of us old-timers from The other Guys remember how things were with the two Battlefield 2 servers. Initially, as I recall the setup, #1 was 62 players (due to the supporting member script) running 64-player maps, and #2 was 48 players, running 32-player maps. For awhile, #2 would get the action early in the evening as it played better with lower population, then there would be a migration over to #1 when #2 started to fill up. During "prime time" when #1 was full, #2 would be the "overflow" server where non-SMs and pubs could go while waiting on a spot.

Then all of a sudden, it seemed everyone just got on #1 and waited for it to fill rather than go on #2 at all, and #2 sat empty most of the time until mods came out. This is what we want to avoid with the second TF2 server here. It won't really work if it's just an overflow server for the folks that can't get on #1, as you'll end up with all regulars on #1 and a handful on #2 with a ton of pubbies - or nobody on #2 at all. I don't know what the magic formula for drawing a roughly equal amount of regs to both servers is, but there definitely needs to be some differentiation to try to make that happen.

One thing that might work is to try to have #2 loaded with "quick" maps - i.e. no Goldrush, Dustbowl, Castle, etc. - and to have a low cap number on any CTF maps. Not sure if this would work, but I'm thinking when some see Dustbowl come up on #1, and they know that'll be a 45-minute grind, they might rather play 2-3 maps in that time over on #2 some nights.

2Fort with a 1-2 cap limit rather than 3 might be somewhat exciting, although I can hear pubs screaming about how "ghey" our server is when the map ends instantly so that might not work.

Or maybe we could just find some more realistic tactical maps, and turn on friendly fire? <ducks and hides>
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