Perhaps they can add a 'randomize' cvar and have that randomize the order of the maps displayed for voting, in addition a second, third, fourth page for those that have collections larger than 10 maps.
Andrew -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Absurd Minds Sent: March 7, 2013 5:09 PM To: [email protected] Subject: Re: [Csgo_servers] CSGO patch Alright, nevermind, I played through and see that it just picks the first ten maps. This is actually less preferable to me than a straight rotation, because it means only the first ten maps will ever get played. On Thu, Mar 7, 2013 at 4:27 PM, Absurd Minds <[email protected]> wrote: > Does mp_endmatch_votenextmap randomly choose maps to vote on for the > next one or is there a way to define which ones it chooses? > > On Thu, Mar 7, 2013 at 2:38 PM, Ido Magal <[email protected]> wrote: >> 1.22.2.6 is now live. >> >> >> >> Thanks. >> >> >> >> Release Notes for 3/7/2013 >> >> >> >> [MISC] >> >> >> >> - Dedicated servers hosting workshop maps now record previously >> hosted collection information. This allows workshop servers to keep >> operating when steam servers are down. >> >> - Old versions of workshop maps now properly remove themselves from >> disk when the map gets renamed. >> >> - If a server is running a map group and has mp_endmatch_votenextmap >> set to 1, players vote for the next map at the end of the match >> >> >> >> - Fixed a regression where leaderboards were sometimes not getting >> updated for classic competitive mode. >> >> - Added concommand tv_time_remaining that prints how much time is >> remaining to the broadcast after the match has ended. This provides >> admins a method to confirm that the broadcast is complete before changing >> the level. >> >> - Round backup files now correctly strip workshop path when expanding >> %map% pattern token. >> >> - Round backups now correctly restore player team assignments even >> when restoring backup from other match half or from halftime. >> >> - Round backups support restoring match in overtime phase. >> >> - mp_warmup_end can now only be called if in warmup. >> >> - Team changes in warmup now take effect immediately. >> >> >> >> - Added built-in game rules for resolving tied competitive matches in >> overtime periods. >> >> - Overtime convars: >> >> - mp_overtime_enable - match will go to overtime if tied in regulation time. >> >> - mp_overtime_maxrounds( default 6 ) - sets number of rounds for >> overtime, teams switch sides halfway through the overtime. >> >> - mp_overtime_startmoney( default 10000 ) - sets starting money for >> each overtime half. >> >> - mp_overtime_halftime_pausetimer - when enabled will turn on another >> convar mp_halftime_pausetimer after tied regulation time and after >> each overtime half which would require match server admin/bot to set >> mp_halftime_pausetimer to zero when teams are ready to proceed. >> >> >> >> >> >> From: Ido Magal >> Sent: Thursday, March 07, 2013 11:02 AM >> To: [email protected] >> Subject: CSGO patch >> >> >> >> will be out shortly. >> >> >> >> Thanks. >> >> >> _______________________________________________ >> Csgo_servers mailing list >> [email protected] >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers _______________________________________________ Csgo_servers mailing list [email protected] https://list.valvesoftware.com/cgi-bin/mailman/listinfo/csgo_servers
