We are investigating something like this, were a map using bspzip will
work with pure mode 2.

Bart King wrote:
> Hello,
>
> Allowing custom maps when sv_pure 2 is set introduces complications.
> Lots of custom maps have their own models, textures, sounds and
> various
> other assets, all of which would need to be downloaded, and it _could_
> be possible for some of these assets to collide with (read: overwrite)
> authentic Steam assets.
>
> But, while I'm not a map maker and I don't fully understand how maps
> work in Source (aside from that they are huge BSP trees), I do know
> that
> assets can be included inside the actual BSP file (using bspzip from
> the
> SDK) and thus will not collide with authentic assets, since they
> remain
> inside the BSP file.
>
> Perhaps this is a compromise: allow the server to load any BSP file
> for
> the map, but as soon as it uses external (not inside the BSP file),
> non-authentic assets, it aborts.  No idea whether or not that is
> possible, but would certainly allow the same flexibility of having
> custom maps (especially in league play) and also maintain the relative
> security of enforced consistency throughout the rest of the game(s).
>
> My two pence.
>
> Bart
>
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