Let's say on a vanilla server, with all stock maps in rotation, what would the settings be? mp_winlimit 5 cuts the map off at the first cap of the third stage on pl_goldrush.
Im trying to run my server as the game was intended. only some admin mods to kick and such, but altering as little as possible on the gameplay, with some custom maps ofcourse.
any settings you can recommend?
Winlimit cuts the map off because one "win" on a PL map is most often a single checkpoint capture. Thus, a map like Goldrush has 7 "wins" if you capture every checkpoint to win all three stages.
In this case, you would decide how many rounds you wanted per map. If you want say 4 rounds (each team defends and attacks twice) then your mp_maxrounds is just that, 4. Winlimit would then be set to something like 3/4 of the total captures possible in 4 rounds. In 4 total rounds, there are 28 checkpoints, so three quarters of that would be mp_winlimit 21. This is to prevent one team steamrolling an entire map and you losing all of your players out of frustration. You can use an odd number of rounds if you like, but I use an even number so both teams have an equal amount of time on offense and defense.
This same formula applies to attack/defend CP maps like Dustbowl. Instead of checkpoints you have capture points, that's about the only difference.
For CTF there's a link between winlimit and maxrounds. By default one round in CTF is 3 flag captures, and once a team gets 3 captures they get 1 "win" on the scoreboard. That's both a win and a round, unlike PL/CP where rounds and wins have no connection at all. Also unlike attack/defend type maps you
don't want to have an even amount of wins or rounds or else you'll have ties. Short CTF games are usually best 2 out of 3 (winlimit 2, maxrounds 3) or 3 out of 5. Long games can be any amounts, but I follow the rule of "maxrounds = 2 times winlimit minus one" to make sure ties aren't possible.
Examples:
Code:
//All normal CTF maps, e.g. Turbine, 2fort...
mp_winlimit 3
mp_maxrounds 5
//PL and Attack/Defend CP maps
//Note that winlimit can be anything above the total checkpoints/CPs
//The maxrounds amount is more important
mp_winlimit 21
mp_maxrounds 4
I really wish the scoring in TF2 was less nebulous...