Agreed. Why would the server move to such a map? The only reason I can tell
is because they are using sourcemod, added the map to map cycle, and forgot
to add it to the gamemodes file. That's pure user error.

On the other hand, I don't see the purpose of mapgroups, as it seems like
an unnecessary complication, but all the "problems" with it just sound like
poor server administration rather than actual problems.
On Jan 28, 2013 9:28 AM, "David Fountain" <[email protected]> wrote:

> That is user error which I have done but the admin should add them it's
> not valves issue
>
> SavSin
> On Jan 28, 2013 6:26 AM, "ics" <[email protected]> wrote:
>
>>  Mapgroups won't be removed and i don't think it would be smart at this
>> point anyway. Game is built on them. Originally the mapgroups were invented
>> due to multiple gamemodes, casual, competitive, arms race, demolition and
>> now deathmatch. It was designed to automatically provide different settings
>> per gamemode which the server runs and lock the server to certain gamemode.
>>
>> However. if you run a basic server full of de_ and cs_ maps, and then
>> server moves to a map that is not listed in the gamemodes. This is possible
>> during map tests and such. All users connecting to the server will not be
>> able to access the server during that map is on.
>>
>> -ics
>>
>> 28.1.2013 16:09, David Fountain kirjoitti:
>>
>> Lol then remove the map groups. Having a group and not restricting the
>> server to those maps would be completely pointless. I think if the map is
>> not in the map group the server should pick a map at random in the group
>> and go to it
>>
>> SavSin
>> On Jan 28, 2013 5:57 AM, "ics" <[email protected]> wrote:
>>
>>>  I think they should add a system where if a map which is not listed in
>>> any mapgroup is on, server wouldn't reject all connections to it. It would
>>> solve a lot of random things.
>>>
>>> -ics
>>>
>>> 28.1.2013 15:18, Chris Strand kirjoitti:
>>>
>>>  I was going to create a thread on the same topic over the weekend but
>>> didn't get around to it - my question:
>>>
>>> What is the best way of allowing a server to load any map at any time?
>>>
>>> My current approach is to create a map group 'mg_all' with all the maps
>>> listed... There are still clear disadvantages to this as outlined by
>>> Rodrigo.
>>>
>>> Would it be possible for Valve to add a 'promiscuous' map group that
>>> allows any map? I think a significant proportion of server owners would
>>> find this useful. Anyone have any other thoughts?
>>>
>>> Chris
>>>  ------------------------------
>>> From: David Fountain
>>> Sent: 28/01/2013 04:27
>>> To: [email protected]
>>> Subject: Re: [Csgo_servers] Are MapGroups pointless?
>>>
>>> I see where I can benefit but if the server amin doesn't know how to
>>> keep maps they don't want it off the rotation then they need to learn the
>>> only way this would be nice is if it allowed on the fly switching of game
>>> modes and game type. Then you can specify the map group per type.
>>>
>>> Kind of like my vote mod it allows you to have a custom map list for
>>> each mod or use the default source mod one
>>>
>>> SavSin
>>> On Jan 27, 2013 6:39 PM, "Rodrigo Peña" <[email protected]> wrote:
>>>
>>>> I'm setting up a CS:GO and I've found that I need to make a list of
>>>> *all* CS:GO maps installed in maps/, add them into a new mapgroup in
>>>> gamemodes_server.txt, and assign that mapgroup to every Game Type and
>>>> Game Mode to prevent the server from rejecting players if someone
>>>> changes the map to a map that is not added into the mapgroup assigned
>>>> into "+mapgroup" parameter
>>>>
>>>> Is the mapgroup system useless? Not sure if I understood the system, but
>>>> I don't think that rejecting players from entering the server when you
>>>> forget to add the map to mapgroup is a good feature
>>>>
>>>> Am I doing it right?
>>>>
>>>>
>>>> --
>>>> Rodrigo Peña
>>>>
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>>>>
>>>
>>>
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