Badwater Revival?

Post your favorite TF moments, problems, maps, and anything else.

Should we bring back badwater?

Yes
25
96%
No
1
4%
 
Total votes: 26

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TheKeef
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Re: Badwater Revival?

Post by TheKeef » February 22nd, 2013, 1:03 pm

Das Forscher wrote:I forgot to mention something. I know somebody mentioned random crits earlier, and I wanted to bring up damage spread. I don't remember for sure, but isn't that a serverside setting?

If you all are planning on setting up the server with quickjoin, I think they should both be off if it doesn't interfere with getting the server populated. Damage spread is just as lame as random crits.
I think it was said earlier things like this might be default for awhile. I dunno, I have played both and don't care, really.
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SanVich
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Re: Badwater Revival?

Post by SanVich » February 22nd, 2013, 1:39 pm

Das, take a look at this: https://support.steampowered.com/kb_art ... &l=english
How does the matchmaking work?

You need to be running a Valve map to be matched, except:
Any arena map
cp_manor_event
cp_degrootkeep
koth_harvest_event
tc_hydro
Servers should be running as "vanilla" as possible. In particular, these server tags (sv_tags) will disqualify a server:
friendlyfire
respawntimes
nocrits
norespawntime
nodmgspread
highlander
noquickplay
Your server should not be password protected
Your server needs to have VAC enabled
Increasing the max player count above 24 will incur a matchmaking scoring penalty, but will not disqualify you from the list
If the majority of you say you don't want/like the random crits and no damage spread, then I can change em to what you want, but we'll be disqualified from using quickplay, which in turn means we'll have to put extra effort into getting the server populated, which shouldn't be too hard.
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Das Forscher
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Re: Badwater Revival?

Post by Das Forscher » February 22nd, 2013, 2:07 pm

Ah, I didn't notice that list. I do think that turning those things off had a positive impact on gameplay in the old badwater server. Maybe at some point in the near future there could be a poll to see what people want, but if quickplay would help get the server on its feet I don't think these things are worth forgoing that.

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SanVich
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Re: Badwater Revival?

Post by SanVich » February 22nd, 2013, 2:13 pm

about a 120mb tf2 update just came out today. I've already updated both servers, so we're good to go for later.
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Re: Badwater Revival?

Post by Magus » February 22nd, 2013, 2:22 pm

Yeah damage spread and crits are pretty gay...
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Re: Badwater Revival?

Post by SanVich » February 22nd, 2013, 5:16 pm

Hmm...got our first hacker of the day, namechanging, speedhacking, aimbotting heavy. :|
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TheKeef
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Re: Badwater Revival?

Post by TheKeef » February 22nd, 2013, 5:24 pm

SandvichSpy wrote:Hmm...got our first hacker of the day, namechanging, speedhacking, aimbotting heavy. :|
I didnt see it , but you got owned by me I know that :P. Server played good , I only had one lag spike and that was early and never repeated.

Also :

Youll notice the server dies after crap like this... so let's switch teams to avoid it sooner, not later.

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Re: Badwater Revival?

Post by madmattd » February 22nd, 2013, 8:26 pm

Keep Quick Play.

Seriously.

Yea, we all hate random crits and damage spread, but I guarantee, without quickplay, the server will completely die inside a month. WITH it, we may even get an influx of new people joining ATG.
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Re: Badwater Revival?

Post by PRETENDICA » February 22nd, 2013, 9:08 pm

madmattd wrote:Keep Quick Play.

Seriously.

Yea, we all hate random crits and damage spread, but I guarantee, without quickplay, the server will completely die inside a month. WITH it, we may even get an influx of new people joining ATG.
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Re: Badwater Revival?

Post by SanVich » February 23rd, 2013, 11:59 am

Ok guys, so the revival was last night. What did you guys think?

I thought it went pretty well, except those 10 times I got disconnected because of "router behind router" errors :[
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Re: Badwater Revival?

Post by Arthus » February 23rd, 2013, 1:09 pm

I had a good time in the little bit that I played. As far as server plugins go though, I would like to see the losing teams MVPs. Other than that Im extremely happy to see the instant uber charge for meds and the all talk button are working. Hope to see you guys tonight.

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Re: Badwater Revival?

Post by Magus » February 23rd, 2013, 1:10 pm

I have to echo the losing team MVP mod and STATS
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Stephen
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Re: Badwater Revival?

Post by Stephen » February 23rd, 2013, 2:54 pm

TheKeef wrote:
Youll notice the server dies after crap like this... so let's switch teams to avoid it sooner, not later.

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this shit was the end of the server last time, all the hot shots dont want to switch to the loosing team. so pull your fuckin heads out of your asses and play even, dont rely on the auto balance to sort out the teams cause it doesnt fuckin know how good you are.

the servers life will depend on you and how you treat new people

espically the medics dont just go grabbin on to magus's cock or anyone elses heal everyone shit like that reflects hard on new people

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Re: Badwater Revival?

Post by Newman » February 23rd, 2013, 6:06 pm

Losing team MVP should be installed now. But I haven't tested it.
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Re: Badwater Revival?

Post by SanVich » February 23rd, 2013, 6:30 pm

Newman wrote:Losing team MVP should be installed now. But I haven't tested it.
I put that in earlier, too, but it didn't work for whatever reason :\ And I know it was the one we had on their before, because I got it from the alliedmodders topic where stephen had posted in :P
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