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 Post subject: New Asylum format
PostPosted: 06 Apr 2017 20:15 
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I've changed around The Asylum just a little bit. It is still running the set of Operation maps, but it now has slightly more casual settings.
  • $16000 start money
  • Greater round win/loss bonuses to maintain money
  • Friendly Fire off Friendly fire on
  • Alltalk is still off and Deadtalk is still on
  • Competitive timer settings
  • Defuser allocation
  • 15 rounds, no half time 30 rounds with half time
The server runs two alternating map cycles. The first map cycle is all of the official Valve maps. The second rotation is all of the Operation maps. I am currently trying to find a way to automate a weekly alternation of the two cycles so I don't forget. I might not be able to do it weekly - I might end up having to do it something like Saturday-Tuesday is Rotation A and Wednesday-Friday is Rotation B.

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 Post subject: Re: New Asylum format
PostPosted: 06 Apr 2017 21:12 
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Oh, as per usual, feel free to provide any feedback!

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 Post subject: Re: New Asylum format
PostPosted: 07 Apr 2017 22:37 
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Joined: 26 Sep 2010 22:53
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Location: T͚̜͙͚̠̦ͬͧ̐ͬĥ͙͉͙̥̹̝͖ͮ̒̒̋ͤ̄eͭͫͭ ̥̤͔̽ͥ͐ͦͦͣỊ̒̎n̖͚̘͇̬̟te̻̥͇̳̲̲͊̂͆ͩr̝̯̦̼͔̖̻̽n͙ͬ͆̎e͔̰͎ͩ͋̀̚t̮̞͎̓ͨ́
I think this will help keep the server populated.

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 Post subject: Re: New Asylum format
PostPosted: 24 May 2017 08:37 
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I've added the newest operation maps to the server.

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 Post subject: Re: New Asylum format
PostPosted: 24 May 2017 14:11 
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Location: T͚̜͙͚̠̦ͬͧ̐ͬĥ͙͉͙̥̹̝͖ͮ̒̒̋ͤ̄eͭͫͭ ̥̤͔̽ͥ͐ͦͦͣỊ̒̎n̖͚̘͇̬̟te̻̥͇̳̲̲͊̂͆ͩr̝̯̦̼͔̖̻̽n͙ͬ͆̎e͔̰͎ͩ͋̀̚t̮̞͎̓ͨ́
Feedback: I still see everybody playing casual but not willing to populate the asylum :( Even if 4 people play in the asylum, it fills up quickly once we start playing in it, and it ends up being super similar to casual.

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 Post subject: Re: New Asylum format
PostPosted: 24 May 2017 19:00 
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agreed, we need to play in there more instead of normal casual.

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 Post subject: Re: New Asylum format
PostPosted: 24 May 2017 19:03 
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If we do, though, let's remember our clan values. Let's communicate with the team, attempt the objective, etc. Servers like that can really easily fall into a mode where people just buy some random weapon, rush away from the team, and die immediately. We need to make sure that doesn't happen to it.

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 Post subject: Re: New Asylum format
PostPosted: 31 May 2017 15:59 
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Location: New Jersey
I like the new setup. This should keep the server populated and like Amaroq said, keep it competitive and communicate. No freelancing!!

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 Post subject: Re: New Asylum format
PostPosted: 02 Jun 2017 00:28 
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Joined: 20 Mar 2012 19:18
Posts: 397
so i cant just knife and zeus ppl?


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 Post subject: Re: New Asylum format
PostPosted: 02 Jun 2017 10:47 
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Quote:
so i cant just knife and zeus ppl?
Well, those are your two best weapons.

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 Post subject: Re: New Asylum format
PostPosted: 20 Jun 2017 10:18 
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Updated the Asylum to include this:
  • 15 rounds, no half time 30 rounds with half time
The server runs two alternating map cycles. The first map cycle is all of the official Valve maps. The second cycle is all of the Operation maps. I am currently trying to find a way to automate a weekly alternation of the two cycles so I don't forget. I might not be able to do it weekly - I might end up having to do it something like Saturday-Tuesday is Rotation A and Wednesday-Friday is Rotation B.

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 Post subject: Re: New Asylum format
PostPosted: 20 Jun 2017 15:22 
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Location: Ontario, Canada
Quote:
Updated the Asylum to include this:
  • 15 rounds, no half time 30 rounds with half time
Is/Was there any way to do 15 rounds with half time? I personally liked the shorter game times since it allows for a variety of maps to be played. It also helps because instead of having people leave after playing one map, they tend to stick around for 2-4 maps. The only thing I didn't like was not being able to play both sides.

The rotation from standard to operation maps is a great idea and I hope you can get it to auto switch.

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 Post subject: Re: New Asylum format
PostPosted: 20 Jun 2017 16:17 
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Yes, I can lower the round count. Since the money is buffed i don't really see any problem with that. How about 20, to make it 10 per side? I can put it to 16, too if you want.

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 Post subject: Re: New Asylum format
PostPosted: 20 Jun 2017 17:40 
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lets try 10 per side for now

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 Post subject: Re: New Asylum format
PostPosted: 22 Jun 2017 06:46 
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I turned FF back on in the Asylum. I think it's weird to only have one server with FF off. Let me know if you want me to revert it.

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 Post subject: Re: New Asylum format
PostPosted: 22 Jun 2017 18:56 
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yes good

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 Post subject: Re: New Asylum format
PostPosted: 30 Jul 2017 15:52 
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This applies for both Asylum and Sanitarium - the Asylum doesn't allow you to vote to change maps, and the Sanitarium's map change function doesn't work after the vote completes. I don't play them much at all now because they both start on Dust II, and I've played that so much my eyes bleed. Also Overpass isn't included in the Sanitarium's maplist, I think.

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 Post subject: Re: New Asylum format
PostPosted: 30 Jul 2017 16:43 
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I can't fix the sanitarium issue. As I've mentioned before, it's a valve bug.

I'll do the other things, tough.

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 Post subject: Re: New Asylum format
PostPosted: 30 Jul 2017 16:52 
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Oh coolness. Honestly, it's just nice if they're not both stuck on the same initial map ahaha

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 Post subject: Re: New Asylum format
PostPosted: 30 Jul 2017 17:21 
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So apparently Asylum and Sanitarium both have identical map vote features. I don't know why you can't vote for maps in the Asylum.

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