Suggestion: Implement a blacklist of worst offenders for testing- the grordbot stuff, maybe- and allow it to be set to a whitelist for casual ply.
But that's the thing, we've been looking for plugins like this for.. forever and none of them work properly without mp_tournament 1 because Valve is very adamant on not allowing server owners to actually restrict these in pub environments (for money reasons). So the few plugins that can do it are actually a lot of work and always have a tendency to break whenever Valve goes ahead to, well, break them on purpose again.
In theory I agree though.
Do people want this on the server? Generally you guys want pure settings, including crits and damage spread. I guess for testing purposes it's useful to have all the weapons even if some are gay because that's the environment your map will be released in; it'd be more useful to block specific problematic unlocks. But other than the medic loadout whitelist i can't see how it does that.
First(ly?), it would still make sense to have one or two tests with restricted weapons to get a more consistent result maybe and to rule out gimmicky unlocks breaking things. No reason not to do one or two gamedays of your map like this, of the like fifty you'll have.
Secondly, the environment your map is designed for does not have to be vanilla, especially when you're focusing on competitive TF2 a bit more which tends to restrict a lot of weapons.
But again I agree but haven't found a simple plugin that actually allows for pub weapon restrictions.
I honestly think the people who play on the TF2M servers can generally be counted on to not use the gimmicky bullshit weapons (the recent surge of Pomson Engies and Phlogistinator Pyros notwithstanding).
Everyone's basically covered the range of opinions about TF2's decline, but as someone who played it a lot for the first 8 or 9 months and then didn't play it again for two years, I can say that, for all the unnecessary clutter, I still find it just as fun as I did in '07. I quickly found some reliable servers with good players, so I rarely run across just a bunch of spammy F2P noobs with garbage weapons being cheap. What's kept the game so enjoyable for so long is a solid community that Valve, despite their money-grubbing in the past year and a half, still cares about and encourages.
As for unlocks, the fixation on the Medic original unlocks as the only ones worth whitelisting is a bit stupid. The Blutsauger, for instance, isn't unbalanced, but I think it encourages sloppy, selfish play more than, say, Jarate or the Gunslinger. This catch-all hatred of new weapons strikes me as a bit odd in general because every major update so far has had at least one weapon that changed the game for the better.
The first paragraph is not true at all judging from what I saw in the 20 minutes or so I checked the US server during the gameday. The problem is that many gimmicky bullshit weapons are actually upgrades (Tomislav, Atomizer, Overdose...) so you will see them used a lot.
The solid community... maybe TF2M has a solid community but the game's community in general has gone to hell as well. Even then again of the 20 minutes of gameday I could see that half the time people were talking about trading random crap instead which isn't really a sign of them focusing on playing the game, you know? Especially when they're supposed to be learning and testing a new map. Pretty much everyone wore hats and those weapons with kill counters too so it's not like you're avoiding the money-grubbing either. Anyway...
The decision to only allow the Medic unlocks comes from the European competitive scene and is pretty much unanimous. It keeps things consistent and while there are some acceptable unlocks they tend to not be used in comp anyway so they're not added to the whitelist. The Blutsauger is only there so it's easy to say "Medic achievement unlocks" or whatever, it isn't actually used either. Just a clarity thing.
However I do agree. It's a competitive plugin so their restrictions were bound to be more strict but it's simply the best plugin I found. (It's not bound to work either, I can't test it so maybe it has some vital flaw as well)
I'm still a purveyor of the weapon whitelist for the game in general but can see how it would be good to do it the other way around on TF2M. Personally this is how I see it, keep in mind I don't know the newer weapons at all:
Problematic weapons to blacklist:
Atomizer, maybe Boston Basher (both affect jumps in a major way, the former is a huge upgrade)
Cow Mangler 5000 (affects sentry spots, circumvents ammo placement)
Rocket Jumper, Sticky Jumper (just for trolling anyway)
Tomislav (still makes Heavy too powerful)
Holiday Punch (trolling)
Pomson 6000 (affects ubers, spies, circumvents ammo placement)
Wrangler (breaks sentry spots hard)
Enforcer (still makes Battle Spy too powerful)
Spycicle?
The idea being that even just one of these can make a map's gameplay problematic when it's actually the weapon's fault.
If we do have it installed I think it should be turned on a single map basis by vote.
That's the idea, you don't need to turn it on 24/7 or anything.
EDIT: Actually why a vote? I would have thought it would just be the map author's decision.