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[Valve Maps] Server Rotations - Printable Version

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+--- Thread: [Valve Maps] Server Rotations (/Valve-Maps-Server-Rotations-thread)

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[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?