As of now custom content (custom maps mostly) on the server can be compressed with bzip2 to reduce the time clients have to wait on the loading screen. While the compression ratio of bzip2 is already quite good there is a far better alternative: LZMA (see http://en.wikipedia.org/wiki/LZMA). Decompression code is very simple, small and free/open-source libraries are available.

Below is a comparison of bzip2 and LZMA for the custom maps hosted on my server (team fortress 2), bzip2 compressed files are from 1.3 to 2.3 times larger than LZMA compressed ones:
1.4x cp_antiquity_rc1.bsp (bzip2: 31.6MiB, lzma: 22.1MiB)
1.9x cp_crossroads_b5.bsp (bzip2: 20.4MiB, lzma: 10.9MiB)
1.3x cp_glacier_rc6.bsp (bzip2: 33.8MiB, lzma: 26.5MiB)
2.3x cp_mainline_rc5.bsp (bzip2: 22.8MiB, lzma: 10.0MiB)
1.7x cp_snakewater.bsp (bzip2: 31.6MiB, lzma: 18.4MiB)
1.7x cp_upland_rc2.bsp (bzip2: 39.7MiB, lzma: 23.7MiB)
2.2x cp_vertigo_beta3.bsp (bzip2: 21.6MiB, lzma: 9.8MiB)
1.8x cp_zinkenite_b3a.bsp (bzip2: 73.5MiB, lzma: 41.8MiB)
1.5x ctf_converge_b3.bsp (bzip2: 35.3MiB, lzma: 23.6MiB)
1.8x ctf_haarp.bsp (bzip2: 39.4MiB, lzma: 22.1MiB)
1.9x ctf_landfall_rc.bsp (bzip2: 22.8MiB, lzma: 11.7MiB)
1.5x ctf_premuda_b1b.bsp (bzip2: 53.2MiB, lzma: 36.5MiB)
1.8x ctf_vector_v1.bsp (bzip2: 23.4MiB, lzma: 13.1MiB)
1.5x ctf_wildfire_rc.bsp (bzip2: 21.1MiB, lzma: 14.1MiB)
1.3x koth_namicott_rc1.bsp (bzip2: 12.8MiB, lzma: 9.7MiB)
1.8x pl_borneo_v1.bsp (bzip2: 21.7MiB, lzma: 12.2MiB)
2.0x pl_boundary_final.bsp (bzip2: 20.9MiB, lzma: 10.7MiB)
1.3x pl_cashworks_prefinal.bsp (bzip2: 42.1MiB, lzma: 31.3MiB)
1.6x pl_manngrove_rc5.bsp (bzip2: 29.8MiB, lzma: 18.8MiB)
1.3x pl_mill_b5.bsp (bzip2: 32.4MiB, lzma: 25.5MiB)
2.0x pl_outback_rc4.bsp (bzip2: 27.7MiB, lzma: 14.1MiB)
1.3x pl_problematique_a3.bsp (bzip2: 4.7MiB, lzma: 3.6MiB)
2.1x pl_yamashiro_b3.bsp (bzip2: 16.2MiB, lzma: 7.8MiB)
1.9x plr_panic_b2.bsp (bzip2: 37.1MiB, lzma: 19.7MiB)
1.7x tc_meridian_rc3.bsp (bzip2: 42.1MiB, lzma: 24.1MiB)

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