The guys at Orbus Gameworks have figured out a novel way to tweak multiplayer maps using a Quake III metrics mod. With a plugin for GTKRadiant, the Q3 map editor, Orbus used collected data from multiplayer matches to visualize player movement patterns.
They only used it on Q3DM17 - The Longest Yard, which is a fairly straightforward jump-pad map, so the patterns don’t reveal much beyond the obvious. However, when used on more complicated maps, the visualization tool could be used to map out routes for play analysis.
This has some far reaching implications. For example, what if you could break down a player’s tendencies using statistical data (as opposed to guesswork) and use it against him? What if you could use collected playtest data to properly balance 1v1 maps?
Naturally, the conjecture doesn’t mean much, because there aren’t any Q3 competitions left. Now if the visualization tool was paired with a Quake 4 mod (and used with a more recent version of GTKRadiant) we’d be onto something, because people (all eight of them) still play the game on a pro level.
Visualization of player tendencies on certain maps is the type of technology that could help newbies or even experienced players improve their game. In effect, it would be a bit like the high-speed cameras and software golfers use to improve their swings.
Read: Quake III Heat Maps















