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Re: -[KR]- Map Rotation

PostPosted:Wed Feb 03, 2016 1:25 am
by jawfin
I can switch out t2_rogue (city map) for t1_danger (crashed spaceship + sandworm) or just take rogue off the cycle altogether.

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 03, 2016 1:29 am
by Frog
Du it! Please!

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 03, 2016 11:08 pm
by Jack Skywalker
Jawfin wrote: switch out t2_rogue (city map)
Is it possible to add a map to the rotation without removing any map from it?

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 06, 2016 3:00 am
by jawfin
I can add maps to the rotation, but I will remove those which annoy. So what I've done instead is switch out the t2_rogue map for a new one done by Jammer - so now it's t2_rancor :)

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 06, 2016 9:03 am
by Jack Skywalker
Jawfin wrote: I will remove those which annoy. So what I've done instead is switch out the t2_rogue map
t2_rogue doesn't annoy! I'll miss that map... and ppl will complain if I ask to go to it :( The new one is good though. Good job, Jammer.

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 06, 2016 12:56 pm
by jawfin
"t2_rogue doesn't annoy!" ... "ppl will complain if I ask to go to it"
huh?
Pretty sure that is what annoy means.

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 06, 2016 4:46 pm
by Awful
Awesome! Can't wait to see the new map today

Re: -[KR]- Map Rotation

PostPosted:Sun Feb 07, 2016 11:21 am
by Jack Skywalker
Jawfin wrote:"t2_rogue doesn't annoy!" ... "ppl will complain if I ask to go to it"
huh?
Pretty sure that is what annoy means.
Some don't like the map.

Re: -[KR]- Map Rotation

PostPosted:Sun Feb 07, 2016 12:20 pm
by Yato
It's too late to reverse it back, Jawfin have switched to the new map because alot of people doesn't seems to likes on t2_rogue and they find it very annoyed. So they already have spoked up and wanted a new map replaced t2_rogue which is we already did. We now have t2_rancor on our rotation map just like Jawfin mentioned.

Re: -[KR]- Map Rotation

PostPosted:Tue Feb 09, 2016 8:32 pm
by jawfin
Sadly I had to take t2_rancor off the rotation as its NPC spawns were being abused, causing the server to lag and crash (sorry Jammer).
Interestingly, to my knowledge, the NPC spawn area is only accessible via an admin tele -.- (but wouldn't surprise me if jimjam didn't put a secret switch to open the door!)

Re: -[KR]- Map Rotation

PostPosted:Tue Feb 09, 2016 9:07 pm
by Gollum
If the NPCs could be removed I'd love to see it back, it was fun to play on.

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 12:07 am
by John
So...t1_danger?

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 12:16 am
by Zaluk
Haven't seen ffa 2 in a while

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 2:32 am
by Jack Skywalker
Zaluk wrote:Haven't seen ffa 2 in a while
No plz :|

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 5:19 am
by Cult
Jack Skywalker wrote:
Zaluk wrote:Haven't seen ffa 2 in a while
No plz :|
Yes, please. :)

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 5:32 am
by Yato
When I explore around, it was a remarkable map of t2_rancor, after I teleport out of bar rooms, I heard a rancor makes noise. Then I was like where is that sounds come from ? Yama heard as well. As we looks from rooms and rooms, and guess what ? No Rancor! Even we heard a sounds!

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 5:47 am
by Mandalorian
Although I love the Tauntauns in t2_rancor, I think it should be removed. The spawning button tends to be abused and leads to major server lag.

I've never experienced any lag in the map until last night when someone kept spawning them for the sake of killing them. Keep the map, just remove tauntauns.

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 12:12 pm
by Jack Skywalker
Mandalorian wrote:Although I love the Tauntauns in t2_rancor, I think it should be removed. The spawning button tends to be abused and leads to major server lag.

I've never experienced any lag in the map until last night when someone kept spawning them for the sake of killing them. Keep the map, just remove tauntauns.
You say it like if the person spawning and killing the tauntauns couldn't stop doing it... :|

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 12:49 pm
by Yato
Umm, I will not say who's fault at it or who's not. I think Jawfin is right or whoever have mentioned about tauntaun on t2_rancor. I think removed the button that spawn tauntaun is a good idea, so they won't massive press buttons and cause others to become lagging and become disruptive, and also caused a server to crashed. But, what is the point of putting the buttons ? I understand if they want to enjoy riding in it, but you guys might have to be careful how much you spawns, you don't want to crash the server. I much prefer that buttons that is not there where no one know where the buttons is or have shown that they can abuse the buttons. Remember, we want our visitors that are on our server to have fun, we don't want it to become disruptive anyone that caused a lags. I think the secret spots where no one can show a secret are ok. But, they have to be aware that they can't spawn too many. But, it's not my map, it's Jammer map and it his call and his decisions to makes.

Re: -[KR]- Map Rotation

PostPosted:Wed Feb 10, 2016 1:00 pm
by Yato
Sorry about double post! We probably will replace to a different map rotation if that what Jawfin said up there. So, we don't want any npcs to caused an issues to the server, I think that would be the best option.

Re: -[KR]- Map Rotation

PostPosted:Fri Feb 12, 2016 7:43 pm
by Awful
Maybe a delay on the button would fix it?

Re: -[KR]- Map Rotation

PostPosted:Fri Feb 12, 2016 8:03 pm
by Mandalorian
Our best option is not to remove the map, but to simply remove the button that spawns the tauntauns. I love the t2_rancor map, but the tauntauns need to go to make it work.

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 13, 2016 7:49 am
by jawfin
I agree. The tauntauns aren't spawned on a button, they spawn when the current one dies thus allowing a NPC flood which crashes the server (eventually - i mean, it took near 300 NPC kills to do it..)

And,, this is Jammer's map, not mine, so I can't just fix it (well, I could, but that would be impolite/rude). There's no problem loading this map on request, same as t1_danger and t2_wedge, which also have spawns - I just chose to take it off the cycle, reason being a map loaded means there's a responsible admin on!

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 13, 2016 9:47 am
by Mandalorian
Really? Huh, so I wonder what that button does... opens the door? Idk. Mystery. *X-files theme plays.

Re: -[KR]- Map Rotation

PostPosted:Sat Feb 13, 2016 1:47 pm
by Jammer
We can remove it is wasn't intended to be abused like that but since people can't control themselves I think it will need to be done. :(
They were meant to be there if there weren't a lot of people on you could have some fun with the tauntauns, but I forgot to take into account the people factor. Oh well you live you learn, sorry to cause the trouble. :)