// some ready-made stuff to help server configuration
// see QUICKSTART guide
// NOTE: this rotation script assumes that you have the 
//   'Game of the Year edition' map pack installed

// for reference:
// g_gametype 5: Wolf MultiPlayer
// g_gametype 6: Wolf StopWatch
// g_gametype 7: Wolf CheckPoint

// single rotate
// (we have to force a gametype change for mp_destruction)
set m_rotate1 "map mp_assault ; set nextmap vstr m_rotate1_2"
set m_rotate1_2 "map mp_base ; set nextmap vstr m_rotate1_3"
set m_rotate1_3 "map mp_beach ; set nextmap vstr m_rotate1_4"
set m_rotate1_4 "map mp_castle ; set nextmap vstr m_rotate1_5"
set m_rotate1_5 "map mp_depot ; set nextmap vstr m_rotate1_6"
set m_rotate1_6 "set g_gametype 7 ; map mp_destruction ; set nextmap vstr m_rotate1_7"
set m_rotate1_7 "set g_gametype 5 ; map mp_sub ; set nextmap vstr m_rotate1_8"
set m_rotate1_8 "map mp_village ; set nextmap vstr m_rotate1_9"
set m_rotate1_9 "set g_gametype 7 ; map mp_trenchtoast ; set nextmap vstr m_rotate1_10"
set m_rotate1_10 "set g_gametype 5 ; map mp_ice ; set nextmap vstr m_rotate1_11"
set m_rotate1_11 "map mp_keep ; set nextmap vstr m_rotate1_12"
set m_rotate1_12 "map mp_chateau ; set nextmap vstr m_rotate1_13"
set m_rotate1_13 "map mp_tram ; set nextmap vstr m_rotate1_14"
set m_rotate1_14 "map mp_dam ; set nextmap vstr m_rotate1_15"
set m_rotate1_15 "map mp_rocket ; set nextmap vstr m_rotate1"

// cycle maps with some game type changes
// (this is Nerve's homemade mix)
set m_nervecycle "set g_gametype 5 ; map mp_village ; set nextmap vstr m_nervecycle_2" 
set m_nervecycle_2 "set g_gametype 5 ; map mp_base ; set nextmap vstr m_nervecycle_3" 
set m_nervecycle_3 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_4"
set m_nervecycle_4 "set g_gametype 5 ; map mp_sub ; set nextmap vstr m_nervecycle_5" 
set m_nervecycle_5 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_6"
set m_nervecycle_6 "set g_gametype 5 ; map mp_beach ; set nextmap vstr m_nervecycle_7"
set m_nervecycle_7 "set g_gametype 5 ; map mp_assault ; set nextmap vstr m_nervecycle_8"
set m_nervecycle_8 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_9"
set m_nervecycle_9 "set g_gametype 7 ; map mp_destruction ; set nextmap vstr m_nervecycle_10"
set m_nervecycle_10 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_11"
set m_nervecycle_11 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_12"
set m_nervecycle_12 "set g_gametype 5 ; map mp_depot ; set nextmap vstr m_nervecycle_13"
set m_nervecycle_13 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_14"
set m_nervecycle_14 "set g_gametype 7 ; map mp_trenchtoast ; set nextmap vstr m_nervecycle_15"
set m_nervecycle_15 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_16"
set m_nervecycle_16 "set g_gametype 5 ; map mp_ice ; set nextmap vstr m_nervecycle_17"
set m_nervecycle_17 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_18"
set m_nervecycle_18 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_19"
set m_nervecycle_19 "set g_gametype 5 ; map mp_keep ; set nextmap vstr m_nervecycle_20"
set m_nervecycle_20 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_21"
set m_nervecycle_21 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_22"
set m_nervecycle_22 "set g_gametype 5 ; map mp_chateau ; set nextmap vstr m_nervecycle_23"
set m_nervecycle_23 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_24"
set m_nervecycle_24 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_25"
set m_nervecycle_25 "set g_gametype 5 ; map mp_tram ; set nextmap vstr m_nervecycle_26"
set m_nervecycle_26 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_27"
set m_nervecycle_27 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_28"
set m_nervecycle_28 "set g_gametype 5 ; map mp_dam ; set nextmap vstr m_nervecycle_29"
set m_nervecycle_29 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_30"
set m_nervecycle_30 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle_31"
set m_nervecycle_31 "set g_gametype 5 ; map mp_rocket ; set nextmap vstr m_nervecycle_32"
set m_nervecycle_32 "set g_gametype 5 ; map_restart 0 ; set nextmap vstr m_nervecycle_33"
set m_nervecycle_33 "set g_gametype 7 ; map_restart 0 ; set nextmap vstr m_nervecycle"

// restart 4 times before going to the next map
// (we have to force a gametype change for mp_destruction)
set m_rotate4 "map mp_assault ; set nextmap vstr m_rotate4_2"
set m_rotate4_2 "map_restart 0 ; set nextmap vstr m_rotate4_3"
set m_rotate4_3 "map_restart 0 ; set nextmap vstr m_rotate4_4"
set m_rotate4_4 "map_restart 0 ; set nextmap vstr m_rotate4_5"
set m_rotate4_5 "map_restart 0 ; set nextmap vstr m_rotate4_6"
set m_rotate4_6 "map mp_base ; set nextmap vstr m_rotate4_7"
set m_rotate4_7 "map_restart 0 ; set nextmap vstr m_rotate4_8"
set m_rotate4_8 "map_restart 0 ; set nextmap vstr m_rotate4_9"
set m_rotate4_9 "map_restart 0 ; set nextmap vstr m_rotate4_10"
set m_rotate4_10 "map_restart 0 ; set nextmap vstr m_rotate4_11"
set m_rotate4_11 "map mp_beach ; set nextmap vstr m_rotate4_12"
set m_rotate4_12 "map_restart 0 ; set nextmap vstr m_rotate4_13"
set m_rotate4_13 "map_restart 0 ; set nextmap vstr m_rotate4_14"
set m_rotate4_14 "map_restart 0 ; set nextmap vstr m_rotate4_15"
set m_rotate4_15 "map_restart 0 ; set nextmap vstr m_rotate4_16"
set m_rotate4_16 "map mp_castle ; set nextmap vstr m_rotate4_17"
set m_rotate4_17 "map_restart 0 ; set nextmap vstr m_rotate4_18"
set m_rotate4_18 "map_restart 0 ; set nextmap vstr m_rotate4_19"
set m_rotate4_19 "map_restart 0 ; set nextmap vstr m_rotate4_20"
set m_rotate4_20 "map_restart 0 ; set nextmap vstr m_rotate4_21"
set m_rotate4_21 "map mp_depot ; set nextmap vstr m_rotate4_22"
set m_rotate4_22 "map_restart 0 ; set nextmap vstr m_rotate4_23"
set m_rotate4_23 "map_restart 0 ; set nextmap vstr m_rotate4_24"
set m_rotate4_24 "map_restart 0 ; set nextmap vstr m_rotate4_25"
set m_rotate4_25 "map_restart 0 ; set nextmap vstr m_rotate4_26"
set m_rotate4_26 "set g_gametype 7 ; map mp_destruction ; set nextmap vstr m_rotate4_27"
set m_rotate4_27 "map_restart 0 ; set nextmap vstr m_rotate4_28"
set m_rotate4_28 "map_restart 0 ; set nextmap vstr m_rotate4_29"
set m_rotate4_29 "map_restart 0 ; set nextmap vstr m_rotate4_30"
set m_rotate4_30 "map_restart 0 ; set nextmap vstr m_rotate4_31"
set m_rotate4_31 "set g_gametype 5 ; map mp_sub ; set nextmap vstr m_rotate4_32"
set m_rotate4_32 "map_restart 0 ; set nextmap vstr m_rotate4_33"
set m_rotate4_33 "map_restart 0 ; set nextmap vstr m_rotate4_34"
set m_rotate4_34 "map_restart 0 ; set nextmap vstr m_rotate4_35"
set m_rotate4_35 "map_restart 0 ; set nextmap vstr m_rotate4_36"
set m_rotate4_36 "map mp_village ; set nextmap vstr m_rotate4_37"
set m_rotate4_37 "map_restart 0 ; set nextmap vstr m_rotate4_38"
set m_rotate4_38 "map_restart 0 ; set nextmap vstr m_rotate4_39"
set m_rotate4_39 "map_restart 0 ; set nextmap vstr m_rotate4_40"
set m_rotate4_40 "map_restart 0 ; set nextmap vstr m_rotate4_41"
set m_rotate4_41 "set g_gametype 7 ; map mp_trenchtoast ; set nextmap vstr m_rotate4_42"
set m_rotate4_42 "map_restart 0 ; set nextmap vstr m_rotate4_43"
set m_rotate4_43 "map_restart 0 ; set nextmap vstr m_rotate4_44"
set m_rotate4_44 "map_restart 0 ; set nextmap vstr m_rotate4_45"
set m_rotate4_45 "map_restart 0 ; set nextmap vstr m_rotate4_46"
set m_rotate4_46 "set g_gametype 5 ; map mp_ice ; set nextmap vstr m_rotate4_47"
set m_rotate4_47 "map_restart 0 ; set nextmap vstr m_rotate4_48"
set m_rotate4_48 "map_restart 0 ; set nextmap vstr m_rotate4_49"
set m_rotate4_49 "map_restart 0 ; set nextmap vstr m_rotate4_50"
set m_rotate4_50 "map_restart 0 ; set nextmap vstr m_rotate4_51"
set m_rotate4_51 "set g_gametype 5 ; map mp_keep ; set nextmap vstr m_rotate4_52"
set m_rotate4_52 "map_restart 0 ; set nextmap vstr m_rotate4_53"
set m_rotate4_53 "map_restart 0 ; set nextmap vstr m_rotate4_54"
set m_rotate4_54 "map_restart 0 ; set nextmap vstr m_rotate4_55"
set m_rotate4_55 "map_restart 0 ; set nextmap vstr m_rotate4_56"
set m_rotate4_56 "set g_gametype 5 ; map mp_chateau ; set nextmap vstr m_rotate4_57"
set m_rotate4_57 "map_restart 0 ; set nextmap vstr m_rotate4_58"
set m_rotate4_58 "map_restart 0 ; set nextmap vstr m_rotate4_59"
set m_rotate4_59 "map_restart 0 ; set nextmap vstr m_rotate4_60"
set m_rotate4_60 "map_restart 0 ; set nextmap vstr m_rotate4_61"
set m_rotate4_61 "set g_gametype 5 ; map mp_tram ; set nextmap vstr m_rotate4_62"
set m_rotate4_62 "map_restart 0 ; set nextmap vstr m_rotate4_63"
set m_rotate4_63 "map_restart 0 ; set nextmap vstr m_rotate4_64"
set m_rotate4_64 "map_restart 0 ; set nextmap vstr m_rotate4_65"
set m_rotate4_65 "map_restart 0 ; set nextmap vstr m_rotate4_66"
set m_rotate4_66 "set g_gametype 5 ; map mp_dam ; set nextmap vstr m_rotate4_67"
set m_rotate4_67 "map_restart 0 ; set nextmap vstr m_rotate4_68"
set m_rotate4_68 "map_restart 0 ; set nextmap vstr m_rotate4_69"
set m_rotate4_69 "map_restart 0 ; set nextmap vstr m_rotate4_70"
set m_rotate4_70 "map_restart 0 ; set nextmap vstr m_rotate4_71"
set m_rotate4_71 "set g_gametype 5 ; map mp_rocket ; set nextmap vstr m_rotate4_72"
set m_rotate4_72 "map_restart 0 ; set nextmap vstr m_rotate4_73"
set m_rotate4_73 "map_restart 0 ; set nextmap vstr m_rotate4_74"
set m_rotate4_74 "map_restart 0 ; set nextmap vstr m_rotate4_75"
set m_rotate4_75 "map_restart 0 ; set nextmap vstr m_rotate4"

