Short Analysis on the Ability of Various Counter Strike Maps to Retain and Draw Players on a Server.

Brian Haskin

Table of Contents:

1. Introduction
2. Method details
3. Player retention
4. Player draw

Introduction:

Throughout my time as a Counterstrike player I have heard fairly frequent disscusions (arguments) on the ability of particular maps to draw people into a server or that a certain map drives people away. Having seen another such discussion last week I realised it would be fairly simple to parse the logs from a server I help operate and look at what happens to the number of players over the course of the different maps.

The first question I wanted to try and answer is, "How well does a map retain players?". I decided to look at the average number of players over the course of play for a map to provide this answer. The second question is, "How well does a map draw players into a server?". For this I look at the average number of players when a map starts with 6 or less players in the first 2 minutes of the map.

Method details:

For this study I used the logs from a server that has recently moved to a new IP. Many of the former players did not initially know the new location and traffic was relatively low. The time period covered is 1 month and 9 days (4-1-04 to 5-10-04). The map cycle contained 9 maps (8 standard, 1 custom) with 7 detonation maps, 1 hostage rescue and 1 non-mission map. Over 200 maps were installed on the server and admins could switch to any map. The maximum number of players is set at 20. The timelimit for most maps is 35 minutes.

The logs were parsed for player join and leave, map change and game commencing events. The game commencing event is triggered when players have joined both teams and starts the map time. Any map log that did not have more than 1 player join was not included in the averages. 31 different maps had been played with multiple players. Maps that had not been played over 10 times with multiple players were dropped from the analysis. This left 11 maps for the player retention portion and 7 maps for the player draw portion.

Each graph shows time played in seconds on the x axis and average number of players on the y axis.

Player retention:

We would expect a map with good player retention to keep the number of players flat or increasing for the length of the map. Conversely maps with poor retention will loose players as the map progresses. The maps analysed are: cs_italy, de_aztec, de_cbble, de_dust, de_dust2, de_inferno, de_nuke, de_train, fy_canyon, scoutzelitez and scoutzknivez_a.

cs_italy

Graph of player retention on cs_italy
Italy was played 31 times with multiple players. As you can see it basically keeps a  flat line throughout  play although there is a small peak at the end of the map.

de_aztec

Graph of player retention on de_aztec.
Aztec was played the most at 69 times played with multiple players. This map definitely holds players and gains until around 32 minutes it starts to drop off.

de_cbble

Graph of player retention on de_cbble.
Cobble was played 33 times. It seems to do very well at holding players and gains an average of about 2.

de_dust

Graph of player retention on de_dust.
Dust was tied for third most played at 51 times. Dust also does a good job of holding and gains about 1.5 players on average.

de_dust2

Graph of player retention on de_dust2.
Dust 2 is the other tie for third most played and is also at 51 times played. Dust 2 also does a good job of retention with possibly a small drop toward the end.

de_inferno

Graph of player retention on de_inferno.
Inferno was played 36 times. It does fairly well at player retention although it seems to wander around a little more than some of the others. Gaining a player in the first third before losing it in the second third, only to come back up half a player in the last third.

de_nuke

Graph of player retention on de_nuke.
Nuke was 37 times. Nuke has a definite loss of players over time, although it does rally toward the end of the map. But it finishes at 2 players down from the map start.

de_train

Graph of player retention on de_train.
Train was played 43 times. Train does fairly well at holding pretty steady with it's players, but it does seem to start trending down after about 27 minutes.

fy_canyon


Graph of player retention on fy_canyon.
This map was played 17 times. Canyon is a non-mission map that was not in the default map cycle and was added to the server partway through the month. Also the timelimit on it was changed to 20 minutes so several of those times played only went to 1200 seconds. This map seems to hold and gain people over time.

scoutzelitez

Graph of player retention on scoutzelitez.
Scoutz Elitez was played 60 times and was the second most played map. It is a non-mission map that limits player weapons to scouts, dual elites and knivez. The time limit for this map is set at 20 minutes. It was a popular map on our server before the move and as you can see does a very good job of gaining people with an average of 3 people gained over the course of the map.

scoutzknivez_a

Graph of player retention on scoutzknivez_a
Scoutz and Knivez A was played 13 times. Scoutz and Knivez A limits the players to scouts and knives with some grenades laying in the center of the map. This map was the other map besides Canyon that was not in the default map rotation. It does a good job of retaining and gaining people as well.

Player draw:

To see how well a map draws people into a server only maps that started with less than 6 players and had more than 1 player at some point in the map were looked at. 25 different maps met this criteria, 7 of those met this 10 or more times and are included here. These maps are: cs_italy, de_aztec, de_cbble, de_dust, de_dust2, de_train and scoutzelitez.

cs_italy

Graph of player draw on cs_italy.
Italy started with less than 6 players 15 times. As you can see when starting with a low number of players Italy does a poor job of drawing in new players and has a slow tendency to drain them away.

de_aztec

Graph of player draw on de_aztec.
Aztec met the criteria 19 times. It has an average draw of 1 to 1.5 added players over the course of the map.

de_cbble

Graph of player draw on de_cbble.
Cobble started with a low player count 11 times. After an initial dip Cobble seems to be holding on and slowly gaining until around 24 minutes when it crashes straight down to less than 1 player average.

de_dust

Graph of player draw on de_dust.
Dust started with less than 6 players 28 times. Dust stays pretty steady with a slow rise of 0.5 players gained by the end of the map.

de_dust2

Graph of player draw on de_dust2.
Dust 2 was played 18 times starting with less than 6. It then stays with an almost flat player count for the rest of the map.

de_train

Graph of player draw on de_train.
Train started with less than 6 players 11 times. Train varies over the course of the map, but hangs in there until about 30 minutes when it drops down to just over 1 player average.

scoutzelitez

Graph of player draw on scoutzelitez.
Scoutz Elitez was played 23 times starting with less than 6 players. It does the best job of the maps seen here of drawing in more players, adding an average of 2.5-3 players over the course of the map.

Conclusion:

While this is a very small sampling, we see that none of the maps do a really bad job at retaining people once the server is populated. Even Nuke, the worst map seen has a very gradual loss over the course of the map. Looking at maps that start with very few players there are much larger differences on how well the map keeps those players and adds new ones.

I think from the results seen in this small set of maps that it would be interesting to look at more maps, played a higher total number of times. Hopefully I will be able to take the logs in another month or two and expand this study. I think this small sample does show the potential usefullness for this method to look at how well maps hold and draw new players.

If you ever want to stop by and contribute to any future graphs, come play at 67.18.30.189:27015 or say hello at www.specialistclan.com.