[Valve Maps] Server Rotations -
Drunken F00l - Mar 26, 2010
Yes it's probably not normally like that. Here it is again as of now:
Code:
{
"cp_dustbowl" "50"
"cp_fastlane" "60"
"cp_yukon_final" "60"
"koth_harvest_event" "60"
"cp_gorge" "50"
"koth_viaduct" "70"
"pl_hoodoo_final" "50"
"ctf_well" "80"
"koth_harvest_final" "50"
"plr_pipeline" "70"
"koth_sawmill" "80"
"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" "60"
"ctf_2fort" "60"
"cp_egypt_final" "70"
"cp_badlands" "50"
"cp_well" "50"
"cp_granary" "50"
"tc_hydro" "50"
}
[Valve Maps] Server Rotations -
Ranma - Mar 27, 2010
Its interesting that actually relatively few maps had their threshold change in the 6 hours between the stats. Are both harvest final and event in the rotation or do you have them setup to randomly alternate?
[Valve Maps] Server Rotations -
Drunken F00l - Mar 27, 2010
Just _event. Also, six hours may not have been enough to make a full cycle with 35 minute maps.
[Valve Maps] Server Rotations -
Ranma - Mar 27, 2010
I figured it probably wouldnt have cycled enough yet but still the base % itself gives abit of info about previous skips. so based on that I was working on my map rotation suggestion:
Code:
cp_dustbowl 50 50
ctf_turbine 60 60
pl_goldrush 50 50
koth_sawmill 70 80
cp_granary 50 50
pl_hoodoo_final 60 50
ctf_doublecross 50 50
koth_viaduct 60 70
cp_gorge 50 50
ctf_sawmill 60 60
pl_badwater 50 50
koth_nucleus 60 60
cp_well 50 50
ctf_2fort 70 60
koth_harvest_event 50 60
plr_pipeline 70 70
cp_steel 50 50
tc_hydro 50 50
cp_badlands 50 50
ctf_well 70 80
Leftovers-------------------------------
cp_junction_final 50 60
cp_gravelpit 70 70
cp_yukon_final 70 60
cp_egypt_final 70 70
What was doing here was i broke up all the games according to their gametype. cp (mutual), cp (attack defend), pl, koth, ctf, pipeline (dual pl) and hydro (tc). I then broke it up into quartets trying to fit one map of each type into the quartet and alternating between cp mutual and cp attack and defend. Further, I was trying to base it on the historic rejection rates thinking that a high threshold means people try to skip more often in general and low threshold means people love the map. So from that I tried to pick each quartet to match the thresholds: low, mid, low, high.
So people skipping a map thats typically skipped should always end up with one most people seem to like.
The last bit is just the quartet of maps I didnt fit in and so probably just need to be swapped around slighty or wedged alittle. Gravelpit I'm amazed has a higher rejection than junction! Was expecting gravelpit to be a low rejection.
*Edit: Apparently fastlane managed to get lost fix that and post revised in sec
[Valve Maps] Server Rotations -
Ranma - Mar 27, 2010
Ok revised map rotation suggestion:
Code:
cp_dustbowl
ctf_turbine
pl_goldrush
koth_sawmill
cp_granary
cp_junction_final
pl_hoodoo_final
ctf_doublecross
koth_viaduct
cp_gorge
ctf_sawmill
pl_badwater
cp_egypt_final
cp_fastlane
koth_nucleus
cp_badlands
cp_well
ctf_2fort
cp_gravelpit
koth_harvest_final
plr_pipeline
cp_steel
cp_yukon_final
tc_hydro
ctf_well
And its broken into nice chunks that should work well together if you wanna swap chunks around too
[Valve Maps] Server Rotations -
Hell-met - Mar 27, 2010
Ranma Wrote:Are both harvest final and event in the rotation or do you have them setup to randomly alternate?
fcourse not
not like weve been suggesting this though
[Valve Maps] Server Rotations -
Drunken F00l - Mar 27, 2010
Ranma Wrote:cp_steel
cp_yukon_final
tc_hydro
ctf_well
I do not like this portion.
[Valve Maps] Server Rotations -
Ranma - Mar 27, 2010
K, thats a small bit, can easily swap out the offending bits there with ones in other chunks, what dont you like about it, other than hating 'pukon'? =)
[Valve Maps] Server Rotations -
Drunken F00l - Mar 27, 2010
Hydro and ctf_well are often hated on and noobs don't like cp_steel because "omg i don't know this map where's c guise"
[Valve Maps] Server Rotations -
Ranma - Mar 27, 2010
Ok how about
Code:
cp_dustbowl
ctf_well
pl_goldrush
koth_sawmill
cp_granary
cp_steel
pl_hoodoo_final
ctf_doublecross
koth_viaduct
cp_gorge
ctf_sawmill
pl_badwater
cp_egypt_final
cp_fastlane
koth_nucleus
cp_badlands
cp_well
ctf_2fort
cp_gravelpit
koth_harvest_final
plr_pipeline
cp_yukon_final
tc_hydro
ctf_turbine
cp_junction_final
swapping ctf_well with a less hated ctf map (turbine) Swapping noob unfriendly steel with the more friendly junction. Then reorganizing that chunk slightly. Trying to make that chunk taste slightly better. Did it work?