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Steam News3 September 201411y ago

How are maps chosen for Operations?

As we consider what will be included in the next big Operation, we wanted to talk a bit about community made maps and how they are selected.

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As we consider what will be included in the next big Operation, we wanted to talk a bit about community made maps and how they are selected. The CS:GO workshop community has generated a ton of custom made maps of increasingly high quality. We're currently in our fourth Operation, and so far Operations have featured a total of 21 unique community made maps. On average, each community map has earned over $23,000, per Operation it was featured in. Deciding which maps are included in an Operation involves much consideration of several distinct criteria. Every map is considered and evaluated on its own individual merits. The final decision is made by carefully weighing each of the following contributing factors:

Theme / Aesthetic Quality

Maps should succeed at bringing players into the game by presenting an attractive and visually appealing space. Strong aesthetic quality should make players happy to spend time in the map, independent of gameplay considerations. This criteria may include a cohesive theme for the map, or a consistent style that helps players fulfill a fantasy. A good-looking map with a high level of polish that matches the quality of the official maps is a requirement, but a map with an interesting or unique core theme with spaces that feel like a real place, is of significant value. Our goal is not to dismiss any map out of hand, but rather to ensure that Operations include great-looking maps with consistent aesthetic quality.

Gameplay / Fun / Retention

If great visuals bring players in, great gameplay gets them to stay. When players are challenged or are having fun on a map, they will choose to play on the map over and over again. This is called Player Retention and is achieved by creating a map that is balanced, has lots of opportunities for a player/team to learn new strategies, develop new skills or have fun, new experiences. Ideally we want CS:GO’s maps to enjoy extended popularity due to strong gameplay even after the initial fantasy has waned. This will ensure that a map will stick around and keep players happy for a long time. Maps that don’t objectively meet these criteria will score poorly in this area.

Playtime / Interest

Community play time for workshop maps is a primary driving factor for determining map popularity, but community interest also plays a factor. Interest is a combination of a bunch of components including workshop ratings and community discussion, but (if applicable) we value how many people are currently playing a map and how much they play it as the most important factor in this category. The Playtime / Interest category is considered a wildcard category for us and will multiply the value of the first two categories, but can't make up for a map that scores very low in them. Maps that excel in all three categories have a higher likelihood of being included in an Operation. FAQ My map wasn’t selected for this Operation, is it possible it’ll make it into a future operation? Yes. If a map meets the bar on the criteria above, but did not get selected, it is still eligible to be included in future operations. Will my map be considered for an Operation if it is not uploaded to the workshop? No. Maps need to be on the CS:GO workshop to be considered in an Operation. Additionally, they need to be in a “shippable” state before Valve make the map picks for the

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Steam News / 3 September 2014

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