I think the more jarring effect that this creates is how the map changes as soon as a player connects and joins a team. They spend all that time connecting to the server, loading the map, and joining a class or a team or what have you, and then they have to do it all over again.
At least that's the behavior I remember seeing in CS:S. Perhaps resetting the time that the map was changed when a client connects to an empty server would be better. Or whatever you'd need to do in order to make the amount of time left equal to mp_timelimit when the server goes from zero clients to one client. On 5/11/07, Alfred Reynolds <[EMAIL PROTECTED]> wrote:
The server doesn't run game frames unless real users are connected to save CPU cycles, it doesn't do the map cycling logic during this period by design.
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