Server Feature proposal

Sauron Cat

Member
Donator
20 Apr 2023
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A dynamic map pool, by that I mean restricting some maps if there's not enough players on the server.

I don't know if it would be possible or a good idea.
 
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Adding the !hide command would also be a great idea since it's difficult to see other players while hunting zombies.
 
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A dynamic map pool, by that I mean restricting some maps if there's not enough players on the server.

I don't know if it would be possible or a good idea.
Hello!

Thank you for your proposal! I proposed this with our head admins and tech team some years ago too, unfortunately I was told that CS:S engine doesnt offer a feature like this.
 
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Hello!

Thank you for your proposal! I proposed this with our head admins and tech team some years ago too, unfortunately I was told that CS:S engine doesnt offer a feature like this.
I actually got that idea from a game in the Arcade of Starcraft 2
 
so, the feature exists, it's just a mess to set up. I might actually give it another stab
 
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it would be ideal if the community could give me a hand with classifying which maps could be played when:

zm_eh_4way_fix4
zm_azduextincion_acp_final
zm_canals_classic_eh_v5
zm_cbble_eh
zm_clouds_beta2
zm_corps_v9_edited
zm_daylight_hunter_v2
zm_dino_day_v1a
zm_dust2_64_v1
zm_eh_4seasons_final
zm_eh_buntshot_v3_fix
zm_eh_crazycity_v4a
zm_eh_fast_final_2021_d
zm_eh_highway_final_v1
zm_eh_industrial_waste_v1_8_9
zm_eh_little_italy_edited3
zm_eh_origin_v4_fix
zm_eh_palace_final_15
zm_eh_piranesi_64_finale
zm_eh_prison_tower_edited7
zm_eh_solo
zm_eh_temple_v10_fix
zm_eh_tr_kapras_v3_3
zm_fail_inc_fix
zm_grimoffice_b7
zm_hanamura_v1_fix
zm_hellarch_fix_edit_v1
zm_highschool_day_huhn_v1_3
zm_italy_reload_fix
zm_legends_v1
zm_lila_panic_revisited_b4
zm_lila_epic_v2_1b
zm_marbble_v2_edit
zm_mystic_halls_b3
zm_neko_athletic_park_v3
zm_office_house_v2
zm_officeattack_v8_fix
zm_officerush_v6
zm_originalo_v1
zm_ruined_town_ag
zm_rush_final_6
zm_sorrento_v3
zm_stronghold
zm_vicissitude_v3
zm_westwood_finale_v3
zm_zomb_eh_towers_v7
 
The way I see it, we could do a separation of 12, 25, 50. We could also forgo the 12 and do 25, 50

Edit: 10, 20, 30 would be best in my opinion, I don't think going too high with the last category would be a good idea.
 
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I have better alternative I think, maybe instead of letting maps go when there aren't enough players, we can just blocks sector of those maps. For example on zm_corps_v9_edited(not sure if it's considered a big map) the third and underground areas would be blocked when there aren't enough players. Aswell on zm_eh_crazycity_v4a, the underground would be blocked, zm_eh_prison_tower_edited7 and so on... This is my proposal, if it will require a mapper help I would love to help on this one.
 
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I have better alternative I think, maybe instead of letting maps go when there aren't enough players, we can just blocks sector of those maps. For example on zm_corps_v9_edited(not sure if it's considered a big map) the third and underground areas would be blocked when there aren't enough players. Aswell on zm_eh_crazycity_v4a, the underground would be blocked, zm_eh_prison_tower_edited7 and so on... This is proposal, if it will require a mapper help I would love to help on this one.
I like your idea, but it's more that some spots can only be breached when you brute-force with numbers and when there's not enough players you only need 1 or 2 decent player to make it unbreachable.
 
I like your idea, but it's more that some spots can only be breached when you brute-force with numbers and when there's not enough players you only need 1 or 2 decent player to make it unbreachable.
I understand your concern. However, if I can block certain spots, I believe I can also create new pathways for those potentially unbreachable spots who weren't blocked.
 
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it's an idea I entertained as well, the issue is that maps are carefully balanced, closing off one side of the map will definitely lead to imbalances and confusion.
 
it would be ideal if the community could give me a hand with classifying which maps could be played when:
zm_eh_4way_fix4 shoud be pernament ban and remove and never ever be set any timestamp for play it . NEVER . if you do this - i promiss mate you will see such a good man here with no future problems in any kind ! but first things first You do your part and than i do my ! Delete any trace of that as it shoud never ever be in any way be recover - just please do it . Isn't it great ? I tihnk it is !
 
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zm_eh_4way_fix4 shoud be pernament ban and remove and never ever be set any timestamp for play it . NEVER . if you do this - i promiss mate you will see such a good man here with no future problems in any kind ! but first things first You do your part and than i do my ! Delete any trace of that as it shoud never ever be in any way be recover - just please do it . Isn't it great ? I tihnk it is !
I agree. That map still has a bug. Remove it entirely and instead create and upload zm_eh_4way_fix5 to the server :-D