This is because the first few maps before Sarah's maps are all GDI and the ai are NOD and the maps after Sarah's are all NOD with GDI as ai, this is how Rekoil wanted it to be
err that doesnt sound right. according to the !rotation command:
Host: The map rotation includes:
Host: ttm1 City Complex Walls
Host: Mesa Canyon Under Coop_B01_B6
Host: Coop_B02_B10 Coop_Tropics_B1 Volcano Islands
Host: Hourglass Skirmish00 M00_Tutorial M13
Host: M01 M02 M03 M04
Host: M05 M06 M07 M08
Host: M09 M10 M11
city, complex, walls and mesa are gdi coop but canyon and under are nod coop. after that, volcano, islands and hourglass are nod coop.
anyway, one important thing to note on the server at present is that i notice that the server often has traffic on the aow coop maps. when it switches to the non-aow coop maps, the server empties out. check the logs if u dont believe me. so i suggest seriously considering a way of rearranging the rotation so that all the aow coop maps are grouped together.
due to under and skirmish00 being the same map, i suggest putting the nod aow coop maps first then the gdi aow coop ones. this unfortunately *might* have the potentially unwanted side effect of making the rotation cleanly segregated between gdi and nod coop maps. some ppl might instead prefer "something different in between" so u arent always playing on the same side for several maps so u could try alternating between the gdi and nod aow coop maps for the rotation.
anyway, this is a highly subjective and opinionated issue with regards to satisfying what some players want but might alienate another group of players. so i leave it to the admins to decide what is the best rotation arrangement for the server. do bear in mind the fact that the server currently as of writing this post, empties out during the non-aow maps so it might make sense to string together the aow coop maps somehow...
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