//******************************************************************************
//  _____                  _    _             __
// |  _  |                | |  | |           / _|
// | | | |_ __   ___ _ __ | |  | | __ _ _ __| |_ __ _ _ __ ___
// | | | | '_ \ / _ \ '_ \| |/\| |/ _` | '__|  _/ _` | '__/ _ \
// \ \_/ / |_) |  __/ | | \  /\  / (_| | |  | || (_| | | |  __/
//  \___/| .__/ \___|_| |_|\/  \/ \__,_|_|  |_| \__,_|_|  \___|
//       | |               We don't make the game you play.
//       |_|                 We make the game you play BETTER.
//
//            Website: http://openwarfaremod.com/
//******************************************************************************
// MAP ROTATION
// ALL VARIABLES WORK IN RANKED AND UNRANKED MODES
//******************************************************************************
// PLEASE REMEMBER TO UNCOMMENT THE LINES BY REMOVING THE DOUBLE SLASHES (//)
// WHEN CHANGING A VALUE. PLEASE DO NOT UNCOMMENT LINES SET TO DEFAULT VALUES.
//******************************************************************************

//******************************************************************************
// GAMETYPES SUPPORTED BY OPENWARFARE
//******************************************************************************
// "ass"  - Assassination (map must support Sabotage)
// "ctf"  - Capture the Flag (map must support Sabotage)
// "dm"   - Free for All
// "dom"  - Domination
// "gg"   - Gun Game (map must support Free for All)
// "koth" - Headquarters
// "lms"  - Last Man Standing (map must support Free for All)
// "lts"  - Last Team Standing (map must support Team Deathmatch)
// "re"   - Retrieval (map must support Search & Destroy)
// "sab"  - Sabotage
// "sd"   - Search & Destroy
// "sr"   - Search & Rescue
// "war"  - Team Deathmatch
//******************************************************************************

// Default gametype used when the gametype is not specified in the map rotation
set g_gametype "dm"

// Controls how many "fast restarts" of the current map should happen when the
// game ends before rotating to the nex map
// Allowed values: 0-500 (default is 0)
// set scr_eog_fastrestart "0"


//******************************************************************************
// AUTOMATIC ROTATION WHEN EMPTY
//******************************************************************************
// Controls whether the server should rotate the map if empty for a certain time
// 0 = Disabled (default), 1 = Enabled
// set scr_rotateifempty_enable "1"

// Time to automatically rotate the current map when empty
// Allowed values: 60-3600 (default is 600)
// set scr_rotateifempty_time "600"

// If there are still players (in same team) or a single player a message will be
// shown before forcing a rotate.
// Allowed values: 0-60 (default is 15)
// set scr_rotateifempty_grace_period "15"


//******************************************************************************
// MAP ROTATION OPTIONS                                                       
//******************************************************************************
// Enable map rotations based on amount of players connected to the server.
// Once enabled the server admin can add _low, _medium, or _high to the map
// rotations variables that will be automatically activated by the server based
// on the number of players connected
// 0 = Disabled (default), 1 = Enabled
// set sv_mapRotationLoadBased "0"

// Scramble the map rotation when the server starts
// 0 = Disabled (default), 1 = Enabled
// set sv_mapRotationScramble "0"


//******************************************************************************
// AUTO-GENERATED MAP ROTATION (AUTO-GENERATED ROTATIONS WILL BE SCRAMBLED)
//******************************************************************************
// Controls whether or not the server should generate the map rotation
// 0 = Disabled (default), 1 = Enabled
//set scr_mrcs_auto_generate "1"

// Gametypes that will be used to auto-generate the map rotation (default is all the
// gametypes supported by OpenWarfare)
set scr_mrcs_auto_gametypes "dm"

// Maps that will be used to auto-generate the map rotation (default is all the stock
// maps). Format is "mp_mapname:gametype,gametype;mp_mapname:gametype,gametype;...".
// If no gametype is listed for the map the default gametypes in scr_mrcs_auto_gametypes.
// For example, "mp_carentan;dm,war;mp_overgrown". Multiple lines are supported.
 //set scr_mrcs_auto_maps_1 "mp_4doffice:sd,sr,csd;mp_tigertown_v2:sr,sd,csd;mp_bo2drone:sr,sd,csd;mp_crossfire2:sr,sd,csd;mp_de_nuke:sr,sd,csd;mp_hob_second_c:sr,sd,csd;mp_desert_ghost_town:sr,sd,csd;mp_mw2_term:sr,sd,csd;mp_safehouse:sr,sd,csd;mp_dust2_classic:sr,sd,csd;mp_lake:sr,sd,csd;mp_berry_village:sr,sd,csd;mp_bo2slums:sd,csd,sr;mp_inv:sd,csd,sr"
 //"mp_geometric:dm;mp_modern_rust:dm,gg;mp_bandit:dm,gg;mp_4nuketown:sd,sr,csd;mp_portside:sd,sr,csd:csd;mp_rundown:sr,sd,csd;mp_soccer_arena:dm,gg;mp_broadcast2:sr,sd;mp_mom:csd,sd,sr;mp_burg:csd,sd,sr;mp_outset:sd,sr,csd;mp_tobruk_4:sd,sr,csd;mp_sbase:sr,sd,csd;mp_crash2:sd,csd,sr;mp_kamakura:sr,csd,sd;mp_ava_tumbleweed:sr,csd,sd"


//set scr_custom_map_names_1 "mp_lut_gholein=Gholein;mp_asylum=Asylum;mp_sawmill=Scierie;mp_shop2=Shop2 (SOF2);mp_b12_v2=B12;mp_bo2plaza=Plaza (BO2);mp_cod4_torn=Torn (CS);mp_fav=Las Favelas (MW2);mp_castle_v1=Castle;mp_burgundy_v2=Burgundy (COD2);mp_ntown=Nuketown (BO);mp_summit=Summit;mp_firingrange_v2=Firing Range (BO);mp_bandit=Bandit;mp_shipment3=Shipment3;mp_dome=Dome (MW3);mp_kam5=Kamtchatka Depot (SOF2);mp_circulus=Circulus;mp_pb4ia1=ToutEnCarton - Pb4ia1;mp_cage=Cage;mp_dust3=Dust3 (CS);mp_isla_beta1=Isla Beta;mp_psycho_day=Psycho;mp_complex=Complexe;mp_jarak=Jarak;mp_forlorn=Forlorn;mp_henged=Henged;mp_desert_dock_2=Docks du désert;mp_jor1=Jordan Market (SOF2);mp_inferno=Inferno (CS);mp_safehouse=Safehouse (CS:GO);mp_garena=Garena;mp_osg_mirage=Mirage (BO2);mp_osg_standoff=Standoff (BO2);mp_osg_cargo=Cargo (BO2);mp_bo2raid2=Raid (BO2);mp_arkona=Arkona;mp_school=School;mp_silo5=Silo5;mp_fonten=Fonten (COD2);mp_bakaara=Bakaara (MW3);mp_seatown= Sea Town (MW3);mp_aosta_valley=Vallée d'Aoste"
//set scr_custom_map_names_2 "mp_hk2=Hong Kong (SOF2);mp_hollow=Hollow;mp_roof=Roof;mp_cgc_crossfire=Crossfire;mp_mw2_term=Terminal (MW2);mp_toujane_v2=Toujane (COD2);mp_decoy_snow=El Alamein Snow (COD2);mp_4t4scrap=Scrapyard (MW2);mp_dustcod4=Dust (CS);mp_battle_creek=Battle Creek (Halo);mp_4doffice=4DConcept HQ;mp_oukhta=Outskirt;mp_hasinta=Hasinta;mp_roundup_day=Roundup;mp_gaddar=Gaddar;mp_shipment_island=Shipment Island;mp_arch_market=Arch market;mp_naout=Naout (COD2);mp_highrise=Highrise (MW2);mp_modern_rust=Modern Rust;mp_blackrock=Blackrock;mp_sc_hangar=Hangar;mp_kabul_moh=Kabul (MoH);mp_slick=Slick;mp_dc=Dust (CS);mp_stream=Alex Stream;mp_dahman_b41=Dahman;mp_gob_aim_v2=GOB Aim v2;mp_poolparty=Pool Party!;mp_skyline=Skyline (Crysis 2);mp_bridge2011=Bridge;mp_outset=Outset;mp_bo2drone=Drone (BO2);mp_novoutpost2=Nova Outpost;mp_bo2yemen=Yemen (BO2);mp_cgc_citystreets=City Streets;mp_skidrow=Skidrow (MW2);mp_bo2paintball=PaintBall (BO2)"
//set scr_custom_map_names_3 "mp_sbase=Submarine Base (MW2);mp_poolday=Pool Day;mp_rasalem=Rasalem;mp_barn=Barn (SOF2);mp_geometric=Geometric;mp_kb_speed=KB Speed;mp_cellblocks=Cell Blocks;mp_area52=Area 52;mp_ancient_ultimate=Ancient Ultimate;mp_fabrika=Fabrika;mp_kufah=Kufah;mp_lake=GI Joe's Lake;mp_doohouse=Hangar Shipment;mp_pic=Pic;mp_ctan=Carentan (COD2);mp_bubba=Bubba;mp_tibongal=Free Tibet Ops;mp_dust2_classic=Dust2 (CS);mp_shipmentx2=ShipmentX2;mp_bjwifi_port=Port (COD2);mp_tobruk_4=Tobruk4;mp_vil_blops=Villa (BO);mp_swamp=Swamp;mp_hisar=Hisar;mp_osg_nt_2025=Nuketown 2025;mp_finca=Finca (SOF2);mp_poolday_v2=PoolDay V2;mp_airstrike_v1=Air Force One;mp_theater=Cinema;mp_uber=Uber;mp_compact=Compact (MW2);mp_coldfront=Cold front;mp_tigertown_v2=Tiger Town;mp_4hanoi=Hanoi (BO);mp_de_nuke=Nuke (CS);mp_aztec= Kiraztec (CS)"
//set scr_custom_map_names_4 "mp_vertigo=Vertigo (CS);mp_cbble2=Cobblestone (CS);mp_blue_italy=Italy (CS);mp_bo2meltdown2=Meltdown (BO2);mp_al_jabal=Al Jabal;mp_iclan=Paris (MW3);mp_cod4_assault=Assault (CS);mp_blue_hostilities=Hostilities;mp_disputed=Disputed;mp_zoo=4D Zoo;mp_4nuketown=Large NukeTown;mp_portside=Portside;mp_hangareturn=Hangar;mp_tempest=Tempest;mp_rundown=Rundown (MW2);mp_soccer_arena=Soccer Arena;mp_modernbacklot=Modern Backlot;mp_bacalao=Bacalao;mp_broadcast2=Broadcast;mp_mom=Mogadishu;mp_burg=Burg Old Castle;mp_ava_tumbleweed=TumbleWeed;mp_kamakura=Kamakura;mp_ngbc_day=NotGoodButCrazy;mp_ngbc_shipment=NGBC Shipment;mp_dahar=Dahar;mp_fr_spetzcamp_beta=Spetz Camp;mp_harbor_v2=Harbor (COD:UO);mp_canal_bf3=Canal (BF3);mp_crossfire2=Crossfire 2;mp_hob_second_c=Hob second;mp_bo2slums=Slums (BO2);mp_inv=Invasion (MW2)"
//set scr_custom_map_names_5 "mp_desert_ghost_town=Ghost Town;mp_berry_village=Berry village"

//******************************************************************************
// MAP ROTATION SETTINGS
//******************************************************************************
// ATTENTION! 
//******************************************************************************
// Servers with big map rotations need to split them in several variables if
// the string containing the map rotation exceeds the 1024 characters. To do
// this please set up the rotation by using the auxiliary variables:
// set sv_mapRotation "blah blah blah..."
// set sv_mapRotation_1 "blah blah blah..."
// set sv_mapRotation_2 "blah blah blah..."
//******************************************************************************

//******************************************************************************
// ASS -- ASSASSINATION
//******************************************************************************
set sv_mapRotation "gametype war map mp_ardennes_night map mp_4t4dawnville map mp_breakout map mp_brecourt map mp_burgundy map mp_carantan map mp_decoy map mp_downtown map mp_farmhouse map mp_lapatrouille map mp_trainstation map mp_waw_castle map mp_4t4dawnville2 map mp_waw_decoy map mp_waw_farmhouse map mp_waw_toujane map mp_waw_matmata"