Map Cycle Suggestion & Fix Request thread

unitgon

again & again
Comm. Manager
Donator
Requesting to remove tfdb_tennis, tfdb_castle
Personal opinion: don't feel like seeing those be gone. The chaotic factor is just another thing you need to deal with in dodgeball.
Requesting to delete every single King of the Hill map from Randomizer rotation
Personally feel like KOTH is where Randomizer shines, and I'm wondering how other gamemodes like 5CP, A/D CP and PL play with this game mode.
Requesting to add plenty of prophunt maps
+1 nice job compiling them all
 

42

Fixes everything
Senior Dev
Server Moderator
Donator
Developer
tfdb_tennis and tfdb_castle already have max player limit to appear in vote, 24 for tennis and 16 for castle.
castle already feels rare for me to see, tennis could be reduced to 16 i guess.

Randomizer have a lot of KOTH maps, some could be removed for other gamemodes to have higher chance to play, but not directly remove all KOTH maps.
 

Likveh

͘
Donator
Requesting to add some Stop The Tank maps:
  1. Subzero
    3cp map with only one, but solid, chokepoint in it.

  2. Mountainside
    4cp map with plenty of flanking routes.

  3. Haywire
    4cp map with lots of open space, also giving alternative routes to attack for giant robot.

  4. Angkor
    Multistage map that also requires robots to capture control points for tank to proceed. (might break)

  5. Badwater
    This map needs no introduction.
    Giants might be unable to get past the choke between 2nd and 3rd cp, probably needs to be adjusted in size.

  6. Sludgepit
    4cp map with basically no chokepoints apart from one right at BLU spawn (there are still flank routes available), makes up for it with the map length.

  7. Shoreleave
    A very open 4cp map with many alternative routes.

  8. Rebirth
    3cp map that takes the 1 main route - 2 flank routes rule to it's heart.

  9. Humidity
    Newer version of Humidity that is already on redsun.
 

Likveh

͘
Donator
Requesting to add more wacky maps:

  1. pl_donkeykong (Mystery Map)
    Payload map similar in design to that one cp mario map on redsun, based on the donkey kong game.

  2. pl_badwater_rainy (Mystery Map)
    Badwater but flooded.

  3. cp_helmsdeep (Mystery Map)
    Big medieval castle siege with many interesting features.

  4. pl_2fort_multipath (Mystery Map)
    Payload version of 2fort where players are able to change the payload route.

  5. dm_flood2 (Mystery Map/Randomizer)
    3cp version of koth_flood.

    Edit: is on the server.

  6. plr_whalerace (Mystery Map/Event Map)
    Meme map.

  7. plr_dogbread (Mystery Map/Event Map)
    Meme map where you race to summon the dogbread god.

  8. koth_namicott (FreezeTag/Randomizer)
    Koth map with a moving control point, it wasn't a good vsh map but it should fit FreezeTag well.
 
Last edited:

MarkMaul

*Cursed by vsh*
Requesting to add koth_free_ghost_fort :
I've seen this map on the workshop a while ago, and i was almost forgetting about it. I believe this map could be fun on the Mystery map rotation/Halloween maps rotation, and in my opinion it looks interesting, you can explore ghost fort freely while also killing bosses and playing minigames. So hope you guys will consider this map if you want something new to be added to a rotation.

Here's the workshop link: Steam Workshop :: Free Ghost Fort (https://steamcommunity.com/sharedfiles/filedetails/?id=1577059255&searchtext=ghost+fort)

Thanks.
 

Tohru Adachi

baguette pistons
Administrator
Requesting to add some Stop The Tank maps:
  1. Subzero
    3cp map with only one, but solid, chokepoint in it.

  2. Mountainside
    4cp map with plenty of flanking routes.

  3. Haywire
    4cp map with lots of open space, also giving alternative routes to attack for giant robot.

  4. Angkor
    Multistage map that also requires robots to capture control points for tank to proceed. (might break)

  5. Badwater
    This map needs no introduction.
    Giants might be unable to get past the choke between 2nd and 3rd cp, probably needs to be adjusted in size.

  6. Sludgepit
    4cp map with basically no chokepoints apart from one right at BLU spawn (there are still flank routes available), makes up for it with the map length.

  7. Shoreleave
    A very open 4cp map with many alternative routes.

  8. Rebirth
    3cp map that takes the 1 main route - 2 flank routes rule to it's heart.

  9. Humidity
    Newer version of Humidity that is already on redsun.
STT only works with pl_ maps (plr_ for tank race) as the tank needs a track to run on. cp_ maps cannot be accepted.
 

Ur Ugli

BAPgineer GOD
Donator
Requesting to add actually good deathrun maps and remove some of the bad ones

Add :

Dr_ValveHQ
An actual good deathrun map, a bit long but the minigames are worth it.

Dr_mario_story (Paper Mario)
A new-ish deathrun map that is also nice

Dr_Hourglass
Normal sized map, pretty fun to play.

Dr_crashbandicoot
The real crash bandicoot map (which i believe is not in rotation ? never seen it at least)
The file is on the server but i can't find the gamebanana/workshop version

Remove :

Dr_prisonescape
Pretty bland map, usually lasts super long by lack of motivator.

VSH_Dr_forest

Do i even need to explain why ? Super shitty map, really bad traps.

Dr_firetemple

WAYYYYYYYYYY too long and boss sometimes breaks.
 

Waifers

Getting started
Donator
Request to move db_spacemonkeys and sb_spacemonkeys to event only

On both gamemodes, it features degenerate gameplay in db where staying in spawn is a better choice than actually going out since the map features thin platforms that become especially difficult to navigate through as you'll end up getting a rocket chasing you just for trying to reach certain places.

Sb similar story, kills are especially easy to cheese with the largest platforms being the spawn areas and guaranteed crits can snowball a game out of control if one team gets ahead in getting all the bananas.
 

Silva-Stars

mcchicken fucker #2
Donator
Request to remove arena_random_brick_a2 from TF:GO rotation

For a strategic based gamemode, there shouldn't be a randomized map that is confusing at times and gives one team a clear advantage. (whose idea was to add this for this gamemode??)
 

Handsome Zane

Red Sun's #1 Alcoholic
Server Moderator
Donator
Request to remove cp_degrootcreep_b5 from Randomizer rotation for the sole yet very valid reason that medieval mode is too restrictive and does not work for this gamemode
 

Mikusch

Some Assembly Required
Senior Dev
Server Moderator
Donator
Developer
Remove arena_nuke from TF:GO, is is very red-sided and the gamemode does not support CT vs T (yet). Games pretty much always end 8:1.
Instead add stock valve maps like arena_lumberyard, arena_nucleus and arena_granary.
 

42

Fixes everything
Senior Dev
Server Moderator
Donator
Developer
Remove arena_nuke from TF:GO, is is very red-sided and the gamemode does not support CT vs T (yet). Games pretty much always end 8:1.
Instead add stock valve maps like arena_lumberyard, arena_nucleus and arena_granary.
TFGO Arena already have arena_lumberyard in active rotation, but otherwise done what requested.

Request to remove cp_degrootcreep_b5 from Randomizer rotation for the sole yet very valid reason that medieval mode is too restrictive and does not work for this gamemode
Only bug i see that "does not work" is able to keep medieval weapons most of the times in primary and secondary, but we all know randomizer code is not nice.
I don't see so much of a problem with medieval mode, it makes a change to gamemode while still having randomized melee.
 

retard

Warming up
Donator
Request to remove the following dodgeball map :
- tfdb_partyisland
Reason : It features mechanics which ruin dodgeball in general aswell the lightning is horrible in the map .
what mechanics? do you mean that the scare is ruining it? how is the lightning horrible?
can you be more specific?