Suggestion - Suggestion Collection - Commands and Navigation

CreepaShadowz

Maze Connoisseur
Mod
Apr 21, 2014
1,056
453
Commands and Navigation

- /lobby, /hub and /leave are aliases for /spawn
Please. PLEASE.

- /c history to view your most recently joined maps.
I saw this as a suggestion when someone was having trouble trying to find the name of a map they recently played. Would also be useful with friends.

- Remove the requirement for /c for many basic commands (alias or not)
Just a quality of life change. Stuff like /c join -> /join, /c completed -> /completed. Would not apply to operator only commands.

- Change the base command suffix from /minrcheckpoint -> /checkpoint (and likewise for /minrchallenges)
This is a small and unimportant suggestion, but it would make the incorrect-syntax messages a bit easier to digest.

- Giving maps the ability to override /spawn
In certain maps, the ability to do /spawn is restricted. Instead, you have to hunt for an escape route (which differs between maps, and can be difficulty to explain to whities especially in the case of Vares Sert). What this would do is allow maps to teleport you to a specific location when you do /spawn (when you have a valid time), run a bunch of scripts to allow you to cleanly exit the map. Scripts would use the op-only command /spawn force to get out to spawn. For all other maps this would behave like /spawn currently does.
 

LomourKong

Split
Mod
Board
Aug 29, 2015
155
104
For the last one, instead of just overriding /spawn, I think it would be better to implement an "exit" script. This would include all methods that allow you to leave, including /spawn, /call, /join, /warp, or /home.
 

Ajdj

TF2 Engineer
Op
Oct 28, 2013
733
531
- /lobby, /hub and /leave are aliases for /spawn
Please. PLEASE.
I thought we had this functionality already.

/lobby, /hub, /leave, /quit, and /quitmap all now do the same thing as /spawn. The last 2 won't take effect until the server restarts again, didn't want to do it during peak hours.

At one point staff discussed player retention, and found that when a user's command doesn't work they tend to get frustrated and leave. There's a tiny chance that may aid in player retention (for at least a few more minutes).
 
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