The latter part is not very advanced yet, currently I can only plot player movement during the match. The result is something like a "heat map".

This is a plot from an AS-Mothership botmatch. That cat face shape on the right side is the space fight part of the map, while the small things on the left side are the defender spawn for the space fight part (the very small thing) and the indoor part of the level.
The tip of the "cat ears" are the attacker spacefighter spawns, while the short parallel lines in the middle are the defenders' hangar exits. The vertical lines near the bottom center are attackers approaching the docking bay, apparently without much intervention by the defenders. the horizontal "whiskers" are attackers going for the upper shield generators, while the diagonal lines are attackers going for the lower shield generator.
Here's another example of a botmatch on ONS-IslandHop-HoverMeUp, the hover tank beta map:

If you know the layout of the map, you can almost guess from the plot that red (in the bottom left) lost the match. Most of the action happened between the red core and its prime node, as you can see from the brighter colors there. The blue core on the right side saw no actual fighting action at all.
Another thing this map shows, is how much bots tick to their path network. They fan out a bit when traveling between nodes that are further apart, such as the hover path nodes, but mostly they stick to the lines you'd also see in UnrealEd. If this was a match between humans on a server, the result would have looked very differently.
That's what I'm ultimately trying to do: record movement data on a server and use the result as an objective view on the layout of a map. If certain nodes on an Onslaught map aren't really used, or if a node is a constant chokepoint, then this fact will be visible on the heat map. Currently the entire thing is pretty much in a proof-of-concept state. The listener part is a .NET console application for Windows and the mutator and listener communicate via UDP. That means the game and the listener should better run on the same machine, because the protocol doesn't handle packet loss at all. And that machine would have to be a Windows machine. I doubt that kind of setup is in widespread use among Onslaught servers.