the settings that control the round/rotation time are:
mp_timelimit 234 //game time per map in minutes \ lotus uses 192/234 for tf2, 45 for rotation
// mp_fraglimit 0 //Whenever a player reaches this number of frags, the map will change
mp_winlimit 5 //Max number of rounds one team can win before server changes maps
mp_maxrounds 10 //max number of rounds to play before server changes maps
i would suggest we start by setting them as above.
so the map would change if any of the above events happened; 45 minutes or 5 round wins or 10 max rounds. and leave the fraglimit not enabled.
and we can also set the 'default' map to whatever we like. default meaning the map that the server changes to if there are no players for say 10 minutes. so it can always start on 2fort for example after it is empty for a while.
finally, here is the 'default' map cycle:
cp_gravelpit
cp_dustbowl
cp_granary
cp_well
ctf_2fort
tc_hydro
ctf_well
cp_badlands
pl_goldrush
cp_fastlane
ctf_turbine
pl_badwater
cp_steel
cp_egypt_final
cp_junction_final
plr_pipeline
pl_hoodoo_final
koth_sawmill
koth_nucleus
koth_viaduct
ctf_sawmill
cp_yukon_final
mp_timelimit 234 //game time per map in minutes \ lotus uses 192/234 for tf2, 45 for rotation
// mp_fraglimit 0 //Whenever a player reaches this number of frags, the map will change
mp_winlimit 5 //Max number of rounds one team can win before server changes maps
mp_maxrounds 10 //max number of rounds to play before server changes maps
i would suggest we start by setting them as above.
so the map would change if any of the above events happened; 45 minutes or 5 round wins or 10 max rounds. and leave the fraglimit not enabled.
and we can also set the 'default' map to whatever we like. default meaning the map that the server changes to if there are no players for say 10 minutes. so it can always start on 2fort for example after it is empty for a while.
finally, here is the 'default' map cycle:
cp_gravelpit
cp_dustbowl
cp_granary
cp_well
ctf_2fort
tc_hydro
ctf_well
cp_badlands
pl_goldrush
cp_fastlane
ctf_turbine
pl_badwater
cp_steel
cp_egypt_final
cp_junction_final
plr_pipeline
pl_hoodoo_final
koth_sawmill
koth_nucleus
koth_viaduct
ctf_sawmill
cp_yukon_final