Map Data

We’re always looking for ways to make better decisions using data. We previously posted map balance data, and it’s time for an update! Below you’ll find some current statistics for the Active Duty map pool.

Some maps, like Dust2, have not changed much since our previous post. Others, like Cobblestone and Overpass, have changed dramatically. Check out the results below, and let us know what you think!

OVERALL ROUND OUTCOMES

The round results below show the likelihood of the T (orange) or CT (blue) side winning a round, using data collected over the past month from the highest skill groups in competitive matchmaking.

Click here for a full dataset that breaks down each map by skill group.

Overall round outcomes are a broad first-pass, but we can already see some interesting trends – Dust2, Cache and Cobblestone tend to produce similar results.

OBJECTIVE ATTEMPTS AND ROUND OUTCOMES

Overall round outcomes don’t tell us much about what happens in an individual round. To find out how the T and CT side got their wins, we can break down rounds based on whether or not a bomb was planted.

Click here for a full dataset that breaks down each map by skill group.

And now some differences emerge. Dust2 and Cache still look fairly similar, the bomb is planted in nearly half of all rounds, though CTs tend to defuse more often in Cache. In Cobblestone, the bomb is planted far less frequently (in this respect, Cobblestone is more similar to Nuke), but is protected by the T-side very effectively.

We’ll continue to share data as we make further adjustments to maps in CS:GO. Take a look, and let us know what you think!

Map Data

Yesterday’s update included adjustments to Cobblestone and Overpass.

As we continue to develop Cobblestone and Overpass, we can use round outcome data to help drive design decisions. How do these new maps compare to other official maps?

For answers to that question and more, click here!

Map Data

CS:GO Map Data

As we continue to develop Cobblestone and Overpass, we can use round outcome data to help drive design decisions. How do these new maps compare to other official maps?

To answer that question, let’s look at data from the top four skill groups in competitive matchmaking over the period from 12/20/2013 to 1/20/2014.

OVERALL ROUND OUTCOMES

A good place to start is with overall round outcomes. Here are the win percentages for T’s (orange) and CT’s (blue).

For a full dataset with other skill groups and rounds, click here.

As far as overall round outcomes are concerned, Cobblestone is most comparable to Nuke, while Overpass is similar to Dust2.

OBJECTIVE ATTEMPTS AND ROUND OUTCOMES

Let’s dig deeper! How did the T’s and CT’s get their wins?

For each map, we’ve separated rounds based on whether a bomb was planted, and categorized rounds based on how exactly they ended (e.g., target bombed or bomb defused).

For a full dataset with other skill groups and rounds, click here.

Again, we see similarities between Nuke and Cobblestone – players tend to plant the bomb about as often. However, this graph shows clear differences between Dust2 and Overpass: in Overpass, the bomb is planted far more frequently, but is defused much more often.

As we continue to adjust Cobblestone and Overpass, we’ll be using round outcome data to measure the impact of those changes. We’ll be sharing more data soon, so let us know what you think!

Update: New Matchmaking & Maps

Update (10/11/2012) – We have made some minor fixes and changes to Classic Competitive mode. Click here for release notes.

The Matchmaking update includes two maps (de_vertigo and ar_monastery), a wide range of fixes, and an overhaul of the matchmaking for the Classic Competitive mode.

 

Matchmaking FAQ

 

To get you started with the first version of the revamped Classic Competitive mode, here are answers to some common questions about the system:

What’s different in Classic Competitive?

 

Up until today all of the game modes have used a ‘Join in Progress’ matchmaking system. As of today, Classic Competitive will use a ‘Queue’ matchmaking system.When you search for a Competitive game, either from the Find a Game menu or the Play with Friends menu, you will be put in a queue. When we identify 10 compatible players then your match will start. If you get disconnected then you should use the Reconnect button on the main menu. We’ll be monitoring and tuning the system over the time.

How do I begin a Competitive match?

 

There are two easy ways to get into a match. If you’re playing on your own, just use the standard “Find A Game” option and choose the Classic Competitive mode. You’ll automatically be added to the queue and will join a match as soon as one is ready.If you’re looking to join a match with a larger group, choose the “Play With Friends” option and invite up to four additional teammates. You’ll join a queue together and will enter a match on the same team.

What happens if I disconnect?

 

If you disconnect from your match then you can rejoin the in-progress match from the CS:GO main menu. You also have the option to abandon your match, although this is considered poor sportsmanship and is recorded.

What happens if I abandon my match?

 

Updated: If you abandon a match then Classic Competitive will be unavailable for a period of time. The first abandon has a 30 minute cooldown, the second is 2 hours, then 24 hours, and one week. If you haven’t abandoned for a week you would cool down by one level (for example, from 24 hours back to 2 hours).

Is it possible to join a match in progress?

 

Only if it’s a match that you previously disconnected from. Otherwise the only way to enter a Classic Competitive match is from the start, using one of the methods mentioned above.

Can I invite my friends into a Classic Competitive match?

 

You can invite friends into your pre-game lobby using the Play With Friends menu item but you cannot invite friends into a match after it has started.

In Classic Competitive, can I pick which side I play on? (T or CT)

 

No. When a match begins, you will be assigned to a team (if you join with your friends, you will all be on the same team). After 15 rounds the teams switch sides, so you will always have the opportunity to play both sides of a map.

How does the match end?

 

Matches are best-of-30, and end either when one team wins 16 rounds, or all 30 rounds are played.

Can we vote in Classic Competitive?

 

The only vote option available in Classic Competitive is ‘Kick player.’ At the end of the match you’ll be presented with a vote to ‘rematch,’ which requires 10 votes to pass. If any one player abandons the match, the option to rematch won’t be presented.

How does my Elo score factor into the new matchmaking?

 

We’ll be recalibrating Elo in the coming weeks and are temporarily removing it from the UI. As we recalibrate, we’ll be matching players of all skills to collect better data and test various Elo models.

Heat Maps

Recently we have discussed how we incorporate feedback into our design decisions. In addition to valuable feedback on the forums, another important form of feedback we receive is gameplay data. Our data collection is extensive. We track nearly every player action, from individual bullets fired to weapon purchases, and the resulting data can be used to help us evaluate game design decisions.

A straightforward way to visualize the data we collect is through heat maps. Heat maps can reveal player preferences, choke-points in maps, sight-lines for snipers, and much more.