Was this map composed of opinions or by played on servers? Not that it's a bad list at all but how was the list composed? By plays on each server? Or peoples opinions?
I'm just curious is all - good job either way - and as always I appreciate any efforts made into this community.
This list is composed by experienced players and commanders according to criterias, which have been summarized nicely by Aneurysm: http://www.newerth.com/smf/index.php/topic,8649.0.htmlMaprotation
There isn't actually a tutorial for maprotations. I will try to explain what the maprotation does and how the maps have been discussed.
A maprotation defines which maps get loaded when a nextmap vote passes or when the server loads the next map after a match. There are either static maprotations, which load maps always in the same order (eden2, crossroads, bunker, eden2, crossroads...), however, today on most servers are dynamic maprotations used which load maps probabistically. They also have the advantage, that you can consider important circumstances like the player amount.
This is our currenct Olderth maprotation: http://maps.olderth.com/maprotation.cfg
For each map you can define 4 values:
<minnumplayers> <bestnumplayers> <maxnumplayers> <frequency><minnumplayers>
The first number (minnumplayers) defines what minimal player amount is needed that the map gets loaded. Is the value 0, then the map can get loaded when the server is empty (after a server restart for instance). Is the value 10, then the map can only get loaded if there are already 10 players or more on the server.
Criterias to consider when defining the <minnumplayers> for a map:
- flags (on maps with flags forward outposts aren't initially needed -> lower minplayer amount)
- warmup time / popularity (a map where it usually takes ages until someone wants to take commander -> higher minplayer amount, more popular maps, faster warmups -> lower minplayer amount. This is very important to consider for small or unknown servers which cannot mindlessly relay on the 1001 players which play there anyway and have the server in their favourites since years.)<bestnumplayers>
The <bestnumplayers> value isn't as important as the <minnumplayers> value, but there are way more criterias to consider. Also is this value not that definitive as min or maxnum. A map with high frequency and 20 bestnumplayers might also get loaded with 30 players if the maxnumplayers value allows it - instead of a low frequency map with bestnumplayers 30.
- battle area and player distribution (one way maps with large open ground -> lower bestnum, maps with large open ground in front of base -> lower bestnum, maps with small paths -> lower bestnum, maps with bottlenecks -> lower bestnum, also: maps with 5 ways to the base where however only one path is used -> lower bestnum, but: maps where players normally split up -> higher bestnum)
- hills (large hills -> lower bestnum)
- flags (Lower bestnum for most maps with flags (unless they are huge). If a map has flags next to RS mines -> lower bestnum, otherwise sac is owerpowered.
- gold amount (this is a secondary and restrictive criteria. If there are huge hills or the battle is concentrated on a bottleneck but the gold amount is high, this shouldn't have much influence. However, if the battle area is huge and the gold amount very low, the bestnum value should be set lower.)<maxnumplayers>
The <maxnumplayers> value defines the maximal player amount which allows the server to load a map. For the <maxnumplayers> value we have to consider the same things as for <bestnumplayers>, however, gold amount and battle area are more important.<frequency>
The <frequency> value is relative (to the map with the highest frequency value) and defines the probability with which a map gets loaded. It has to be considered that maps with low minnum amount should have a rather low frequency while maps with high minnum amount should have a higher frequency, otherwise the popularity decline is most likely too strong.