Mar 27, 2010, 01:00 AM
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:
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
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