Posts: 1,248
Threads: 55
Joined: Apr 20, 2008
Is there any data on the average votes to skip per map out there?
Proposed:
cp_dustbowl
ctf_turbine
koth_nucleus
cp_granary
ctf_well
cp_badlands
tc_hydro
pl_badwater
cp_junction_final
cp_fastlane
cp_steel
koth_harvest_event
ctf_2fort
cp_gorge
koth_sawmill
cp_gravelpit
koth_viaduct
ctf_doublecross
pl_hoodoo_final
cp_well
ctf_sawmill
pl_goldrush
plr_pipeline
cp_yukon_final
cp_egypt_final
Posts: 659
Threads: 52
Joined: Jun 12, 2008
TheDopp Wrote:Is there any data on the average votes to skip per map out there?
Proposed:
cp_dustbowl
ctf_turbine
koth_nucleus
cp_granary
ctf_well
cp_badlands
tc_hydro
pl_badwater
cp_junction_final
cp_fastlane
cp_steel
koth_harvest_event
ctf_2fort
cp_gorge
koth_sawmill
cp_gravelpit
koth_viaduct
ctf_doublecross
pl_hoodoo_final
cp_well
ctf_sawmill
pl_goldrush
plr_pipeline
cp_yukon_final
cp_egypt_final
I like this rotation a lot except I think ctf sawmill and cp well should be swapped, because people will want to skip well not knowing ctf sawmill is right after......... >_>
Posts: 180
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Joined: Mar 24, 2008
-LMA- Wrote:I like this rotation a lot except I think ctf sawmill and cp well should be swapped, because people will want to skip well not knowing ctf sawmill is right after......... >_>
That'd put it right behind Hoodoo, and if Hoodoo was skipped, there would be two CTF maps back to back.
Posts: 565
Threads: 24
Joined: Jan 27, 2009
the two maps back to back arent as important since you can still then skip the next one. It's more important to know the average number of votes each map gets to skip it. then you can try to follow each map with a high skip % with one thats got a low %. With that and splitting up map types so theres not a string of 5 ctf maps or cp ect, then the rotation ought to be golden.
Like I'd rather not end up in nucleus if I skipped turbine by chance.
I'm also not the biggest fan of the last 3 being on top of each other, pipeline yukon and egypt. Those might be my only complaints of that list
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Threads: 2
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Posts: 5,877
Threads: 182
Joined: Dec 11, 2004
And in case you're interested in that information, the current required percentages are as follows:
Code:
{
"cp_dustbowl" "50"
"cp_fastlane" "60"
"cp_yukon_final" "70"
"koth_harvest_event" "50"
"cp_gorge" "50"
"koth_viaduct" "60"
"pl_hoodoo_final" "60"
"ctf_well" "70"
"koth_harvest_final" "50"
"plr_pipeline" "70"
"koth_sawmill" "70"
"cp_steel" "50"
"ctf_doublecross" "50"
"cp_gravelpit" "70"
"pl_badwater" "50"
"koth_nucleus" "60"
"ctf_sawmill" "60"
"ctf_turbine" "60"
"pl_goldrush" "50"
"cp_junction_final" "50"
"ctf_2fort" "70"
"cp_egypt_final" "70"
"cp_badlands" "50"
"cp_well" "50"
"cp_granary" "50"
"tc_hydro" "50"
}
Posts: 214
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Joined: Feb 11, 2009
Make the really bad maps require 100%
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You make my heart feel super happy!
Posts: 4,310
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Posts: 5,877
Threads: 182
Joined: Dec 11, 2004
It's automatic. +10% when a skip vote succeeds, -10% when it fails (no lower than 50%). Why would you make the bad maps require 100%. You want to always play the bad maps?
Posts: 565
Threads: 24
Joined: Jan 27, 2009
ok, so then the high %s are the often skipped maps. I am amazed at hydro