What Arthur is suggesting (if you haven't already read it) is that we are more than happy for our server to act as an overflow or second server for PCG, it is a UK Game Server with good ping etc. If you find that a second TF2 server would put too much strain on the box then I'm sure that we can get something worked out
The thread that Arthur has linked to gives an overview of what Funky Bear Pie is and how we were formed, this isn't us trying to promote ourselves, merely offering to give back to the community that spawned us.
In regards to the map rotation of the second server, I would personally like to see a bit of Hydro, whilst it's not everyone's cup of tea, due to the stalemates, I think that the stalemates could be reducing by adding some class limits, before you all stop reading I would like to firstly thank you for reading this far, and secondly explain why I think that class limits should be added for this map.
The class limits that I would propose would go something like this:
My reasoning being that with these class limits there wouldn't be a class that only had one slot, this is so that the person who is playing the class wouldn't feel pressured into giving it up because another person was doing badly.
The next reason why there are two of all classes but medic is so that when the 12th person oins they don't have the be the class that no one else wants to be, there is a certain element of choice involved, although they might not get to play their favourite calss at first, they won't be limited to playing 1 class.
You may be wondering why have class limits at all? Let me take you to dustbowl stage two, you rolled the defending team on the first stage and it looks like it's going to happen again, in response to you capping the first point the Red team have now got three or four engineers and the same number of heavies and/or demomen. This game is now over effectively, there is no way in which you can push through all of the spam from the demomen and heavies and take down the four sentries on the point.
If you look at the way that Team Fortress 2 is created, it is created to be a fast paced FPS, the spawn times and critical hits are two good examples of this, lets start with spawn times, on an attack defence map such as gravelpit, the defences spawn times are longer than the attacks. This is in an attempt to reduce the amount of stalemates and to speed up the round times. To sum it up it favours the winners. On a CP map, as you take the enemies control points you are granted forward respawns; the attacker is given an advantage.
Continuing on, as the attacker is given the advantage it is logical to assume that he will be dealing more damage to the enemy, as a result they have a higher chance to crit, this furthers the attackers advantage.
I seem to have rambled a bit, but I hope you get my point.