Official Guide to the Map System in Update 9.15.21
Quick Summary
Server admins can customize the following data by modifying AAGame > Config > AAGame.ini, under [AAGame.AADataStore_OnlineGameSearch]
Map Lists
Note: PC MapRotationList contains twice as many maps, to allow for 10 BDX maps and 10 FLO maps.
MapRotationList: The standard rotation of maps that will be suggested for voting after each match. These are typically the 10 most popular maps that players will want to play more frequently.
MapVarietyList: A mix of maps that are played less frequently. A random entry from this list will be selected during the map vote, offering players a chance to vote for less popular maps.
MapRotationList
BDX_Crossfire_C4
BDX_Reaction_EX
BDX_Hydra_EX
BDX_Watchdog_C4
BDX_InnerHospital_EX
BDX_Intercept_EX
BDX_Breach_EX
BDX_Lockdown_EX
BDX_Shadowstep_EX
BDX_SpringStreet_VIP
FLO_Bridge_EX
FLO_Watchdog_C4
FLO_RedLine_VIP
FLO_InsurgentCamp_AC
FLO_InnerHospital_EX
FLO_Slums_VIP
FLO_Uptown_VIP
FLO_Reaction_EX
FLO_Checkout_EX
FLO_Intercept_VIP
MapVarietyList
BDX_Bridge_EX
BDX_Checkout_EX
BDX_Church_VIP
BDX_Crossfire_EX
BDX_Furious_TH
BDX_InnerHospital_VIP
BDX_Intercept_C4
BDX_OuterHospital_C4
BDX_Penitentiary_C4
BDX_Raptus_EX
BDX_Redline_C4
BDX_Redline_EX
BDX_Rusneyev_EX
BDX_Siege_C4
BDX_Siege_EX
BDX_Springstreet_EX
FLO_BridgeNight_EX
FLO_CabinFever_TH
FLO_ColdFront_C4
FLO_ColdFront_EX
FLO_Downtown_EX
FLO_Furious_TH
FLO_HarborAssault_TH
FLO_HarborAssaultNight_TH
FLO_Homestead_C4
FLO_Homestead_VIP
FLO_Hospital_EX
FLO_InnerHospital_VIP
FLO_Intercept_C4
FLO_Intercept_EX
FLO_Overload_C4
FLO_Overload_VIP
FLO_Raptus_EX
FLO_Redline_C4
FLO_Redline_EX
FLO_RockyRoad_EX
FLO_Rusneyev_EX
FLO_Sandstorm_TH
FLO_Slums_C4
FLO_Slums_TH
FLO_StoneRuins_C4
FLO_Uptown_EX
FLO_Watchdog_AC
MapRotationList
PS4_Uptown_EX
PS4_Sandstorm_TH
PS4_Intercept_EX
PS4_Intercept_VIP
PS4_Hydra_EX
PS4_Homestead_C4
PS4_Hospital_EX
PS4_Hospital_VIP
PS4_SpringStreet_EX
PS4_Redline_EX
PS4_Redline_VIP
PS4_Crossfire_C4
PS4_Checkout_EX
MapVarietyList
PS4_Checkout_EX
PS4_Crossfire_C4
PS4_Homestead_C4
PS4_Hospital_EX
PS4_Hospital_VIP
PS4_Hydra_EX
PS4_Intercept_EX
PS4_Intercept_VIP
PS4_Reaction_EX
PS4_Redline_EX
PS4_Redline_VIP
PS4_Sandstorm_TH
PS4_SpringStreet_EX
PS4_Uptown_EX
Map Vote Buttons
Vote Types
This chart documents the VoteType name that can be assigned to a button, a description of how it chooses a map, and an example of what will happen if a vote using that button type wins.
ButtonOne: Reaction
ButtonTwo: Hydra
ButtonThree: Watchdog
Advanced Map Vote Customization
Rotation Advancement Options
Rotation Advancement Options defines exactly how the MapRotationList is advanced forward after each successful vote. When the map voting selections are generated in the AAR, the index, or the current location of the map rotation list, is used to determine how far along we are in the list (Example: Using the example map list above, Reaction is at the 1st index, Hydra is at the 2nd index, Watchdog is at the 3rd index, etc).
By default, most voting options will place the map rotation’s index at the selected map’s location in the list (Example: If the last played map is the 3rd map in the MapRotationList, and our next voted map is the 5th map in the MapRotationList, then the next game’s vote list will be generated starting from the 5th map in the MapRotationList).
By using Rotation Advancement Options, we can customize exactly where the MapRotationList goes after a map vote, and assign that functionality to individual buttons. To do so, assign a RotationAdvancementOption to a button name in AAGame.ini, using:
MVOTE_ButtonName_ShouldAdvanceMapRotation=ADVMAP_YourAdvancementOption.
Examples:
MVOTE_Replay_ShouldAdvanceMapRotation=ADVMAP_AdvanceToSelectedMap
MVOTE_RandomFromVariety_ShouldAdvanceMapRotation=ADVMAP_CurPosPlusOne
This chart documents what each Rotation Advancement Option does, along with an example of how it would work using the example map list from above.
Here’s a visual example of ADVMAP_AdvanceToSelectedMap at play; In this scenario, Reaction was just played so our current rotation index is at #1. ButtonOne is set to Replay Reaction (Map #1) again, ButtonTwo is set to play the Next map in rotation, Hydra (Map #2). ButtonThree is set to select a RandomFromRotation, which just happens to be Watchdog (#3).
The players voted for ButtonThree, so Watchdog will be played next. Because ButtonThree‘s type was set to AdvanceToSelectedMap, the rotation index will jump straight from #1 (Reaction) to #3 (Watchdog).
Once the match on Watchdog is finished, we’re brought back to the AAR screen to vote for the next match. With our current map rotation index now at #3, the button selections are now in order: We can Replay our last map Watchdog (#3), we can play the Next map InnerHospital (#4), or we can select another map RandomFromRotation, Hydra (which happens to be #2).
Button Priority
Button Priorities are used as tie breakers. Each button is assigned a priority, and if that button is tied with another one, the button with the highest priority will win the vote.
Note that all buttons MUST have different priorities (ie, ButtonOne and ButtonTwo can’t both have top priority).
Here is an example using the default button priorities:
ButtonOnePriority=3
ButtonTwoPriority=2
ButtonThreePriority=1
In this case, if ButtonOne and ButtonTwo are both tied with votes, ButtonOne will win because it has the highest priority (3 is greater than 1).
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