Continued from http://plaguefest.com/index.php?showtopic=...view=getnewpost I vote for unlimited. Escape maps are already hard enough for CTs. My experience with them on other unlimited ammo servers is this: 1) Shitheads killing themselves before timed spawn or sometimes just getting killed accidentally, then raping almost everyone in the first 20 seconds. Zombie 3.0 fixed that problem (finally) by respawning as CT until the normal zombie spawn. Make sure that is enabled. 2) Ztele for CTs has also been fixed. They simply can't after zombie spawn. This was also an annoying problem when zombies overtook the front of the pack and a few remaining CTs would tele back to spawn and camp or hide, forcing everyone else to run back or ztele themselves to chase them down if they want to end a hopeless round earlier. 3) Blocking. This is also fixable with noblock, which works great for escape maps but not for cade because any number of CTs could camp small, cheap spots. While they could also do that on escape maps, the point is running and escaping so the few that choose to camp almost always get overwhelmed. Besides It's damn near impossible to get players to stay and defend the spots they're supposed to defend, especially near the end. Most campers simply die if/when the zombies reach the escape point anyway. 4) Choosing good maps that are optimized and well balanced makes all the difference. Blackmesa, Deathstar, Rooftop_runaway2_v5 and Elevator_escape_v5 come to mind. I have a ton of escape maps and most of them just suck. Personally I think this is what gives them a bad name. But just like atix_helicopter, some of them can't be avoided like the nine variations of boatescape and fucking Mario that have been around for so long that they remain popular... even though they suck, and cater to the OMG1337 assholes that know them well and habitually screw everyone else. Another suggestion would be to reduce the number of zombies that spawn, or, teleport them back to the beginning when they do spawn and set the timer shorter, like 10 seconds instead of the usual 20 or 30. That worked pretty well on one server I frequented awhile back with just one zombie spawn because lots of other CTs were constantly dying along the way, adding to the zerg when they respawn as zombies. There are lots of variables that can be adjusted to play with the balance, so it might take some trial and error, but I think a separate server customized for escape maps would rock if it's done right. Edit: Other thoughts: Actually mario_escape doesn't suck as maps go. It took a lot of creative work and I kind of admire it on artistic and technical levels. Most of the usual problems like overcrowding at teleporters, getting stuck in midair, and blocking could be resolved with noblock. But CTs will continue to camp the lava room and make it impossible for zombies, and the few that know the shortest path will still nuke everyone before the vast majority of players ever figure out how to get even halfway to the end. Not to mention the common escape map glitch of CTs and zombies both surviving the end, which repeatedly kills all the other players until the timer runs out. There is no technical solution at all for this if CTs and zombies at the end choose not to kill each other, or if a zombie finds a glitch to survive somehow, although you can go to spectate to avoid getting killed over and over. Because of this, it might be a good idea to make friendly zombie bullshit illegal. I realize this goes against the traditional laid back attitude of PF, which I do like sometimes, but I also get tired of that when it affects everyone else. If the rules state that CTs must shoot zombies and zombies must knife humans, rounds play out a lot smoother and closer to the way they were intended. This should be a no-brainer. It's the core of zombie mod and counter-strike itself. What's the point of playing CS at all of the players don't want to kill each other? Especially if it forces everyone else to wait out the timer every round just because someone didn't want to die or because they knew it would piss everyone else off. While I'm at it, the no crouch spots rule could be eliminated. I can't think of any escape maps that absolutely require all players to move through or potentially camp a vent/tube/narrow opening anyway. There are multiple paths and CTs that choose to camp are just going to die anyway when everyone else who kept running reaches the escape point. Some maps do have choke points that aren't crouch entry that could be camped, and most if not all have spots specifically designed to to be camped/defended for a certain amount of time until the CTs can proceed. So rather than trying to make camping illegal, just say that everyone needs to keep moving if the map allows it. Again, this should be a no-brainer and really doesn't need to be enforced since the whole point of an escape map is to... wait for it... escape.