[762] RANKED #1 FH2+CMP [100p]

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x4funI<ODIUM>I
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Joined: September 27th, 2014, 7:24 pm

[762] RANKED #1 FH2+CMP [100p]

Postby x4funI<ODIUM>I » November 23rd, 2015, 4:24 pm

[762] RANKED #1 FH2+CMP [100p] runs with the following settings:

  • IP+Port: 217.79.190.136:16567
  • Rotation: 67 maps, randomized, every morning newly generated, Operation Luttich 16p as fixed start map.
  • code for 100 players
  • code for automatic choice of the right mapsize:
    0-25 players on the server at the end of the preceding round: 16p
    25-60 players on the server at the end of the preceding round: 32p
    60+ players on the server at the end of the preceding round: 64p
    (works only if the map offers the needed size).


If you have any remarks for settings that need checking
(FH2 developers, beta testers), please make a note here.

The map pool for [762]RANKED #1 FH2+CMP:
FH2 stock maps:

fall_of_tobruk
battle_of_brest
lebisey
tunis_1943
hurtgen_forest
giarabub
pointe_du_hoc
port_en_bessin
ramelle
the_battle_for_sfakia
# operation_hyacinth (taken out due to players' request, see forum).
mount_olympus
operation_cobra
operation_totalize
mareth_line
siege_of_tobruk
bastogne
st_vith
bardia
anctoville_1944 (only 16p and 32p without objective mode, due to players' request)
operation_goodwood
operation_luttich
villers_bocage
vossenack
falaise_pocket
st_lo_breakthrough
meuse_river
el_alamein
supercharge
mersa_matruh
gazala
sidi_rezegh
purple_heart_lane
alam_halfa
battle_of_keren
crete_1941
sidi_bou_zid
eppeldorf
omaha_beach
gold_beach

# Community Map Pack maps that work with the [762]Ranking as of Nov. 23rd. 2015

brecourt_manor
orscholz_switch
ste_mere_eglise
fht_ai_advance_on_foy
fht_ai_argentan
fht_ai_breakthrough_at_cassino
fht_ai_catania
fht_ai_el_agheila
fht_ai_etna_line
fht_ai_op_nordwind
fht_ai_sidi_muftah
waw_battle_of_salerno
waw_carpiquet_aerodrome
waw_garigliano_crossing
waw_kefalonia
waw_vosges_mountains
waw_westwall
pmc_adak_island gpm_cq 64",
pmc_battle_isle_1944 gpm_cq 64",
pmc_guadalcanal gpm_cq 64",
pmc_invasion_of_the_philippines gpm_cq 64",
pmc_iwo_jima gpm_cq 64",
pmc_midway gpm_cq 64",
pmc_wake_island gpm_cq 64",

# CMPv2.0 maps that do not work with the ranking yet.
Your rank is shown but your kills do not count, yet. We run these maps, despite that, for 2 reasons:
- to log the new equipment and include it into the ranking step by step. This may take a few weeks.
- to offer you to play these maps, since they are working gameplay wise.

fht_ai_bloody_gulch
# fht_ai_hill262 (has been removed. The army layout seems to cause client crashes on loading the following map).
fht_ai_ortona
Best Regards / MfG
x4fun I<ODIUM>I.

Boo(RUS)
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Posts: 281
Joined: January 7th, 2015, 9:02 pm

Re: [762] RANKED #1 FH2+CMP [100p]

Postby Boo(RUS) » December 17th, 2015, 3:50 pm

code for automatic choice of the right mapsize:
0-85 players on the server at the end of the preceding round: 16p
85-98 players on the server at the end of the preceding round: 32p
98+ players on the server at the end of the preceding round: 64p
(works only if the map offers the needed size).

+ need CS sound pack + axis side must playfor terrorists whit bomb or hosteges...

x4funI<ODIUM>I
Head Admin
Head Admin
Posts: 1031
Joined: September 27th, 2014, 7:24 pm

Re: [762] RANKED #1 FH2+CMP [100p]

Postby x4funI<ODIUM>I » December 17th, 2015, 4:08 pm

And this, Boo, is why you have a yellow name tag and I have a red one. :)
I see you back on January 1st.
Best Regards / MfG
x4fun I<ODIUM>I.

Boo(RUS)
Normal Member
Normal Member
Posts: 281
Joined: January 7th, 2015, 9:02 pm

Re: [762] RANKED #1 FH2+CMP [100p]

Postby Boo(RUS) » December 17th, 2015, 6:29 pm

May be seriously

0-20 players on the server at the end of the preceding round: 16p(CS)
21-40!!! players on the server at the end of the preceding round: 32p(COD)
41+ players on the server at the end of the preceding round: 64p(old GOOD BF!)
(works only if the map offers the needed size).

Image

x4funI<ODIUM>I
Head Admin
Head Admin
Posts: 1031
Joined: September 27th, 2014, 7:24 pm

Re: [762] RANKED #1 FH2+CMP [100p]

Postby x4funI<ODIUM>I » December 22nd, 2015, 11:45 pm

40 players on one of the 64p Tournament Map layers make the players feel lost.
That is why we have set the required player number to 60 before we switch to a 64p layer.

EDIT: cleaned up a bit. This thread is about post #1.
Best Regards / MfG
x4fun I<ODIUM>I.


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