I wasn't quite sure how to phrase this thread title, but there she is! Now I'll try to make more sense. So, I played on a server the other day that does something super nifty. They play maps from the workshop and the server downloads them directly from the workshop. I believe it does it by using the item id from the workshop. Now, I know this wouldn't work for all maps, as people usually don't put maps on the workshop until they're mostly done, but it would be a good way to test the maps that are. The only reason why I bring it up is because when we tested my map the other day, somehow we ended up testing a broken version. Unfortunately, that broken version was the same lettered version as the non-broken one. So, when I wanted to give my non-broken version it was too late because people would've had map version conflicts if they tried to play it because they had downloaded the wrong one. Using the workshop to get the map avoids this problem and would make it so improptu/gameday organizers wouldn't need to reupload each new version of the map each time a test happens. Alright, I hope that make sense (it doesn't, but I tried...) I'm not sure how this works on the server side, but I thought it'd be nifty. Cheers! Edit: Got specifics from the guy who ran the server last night. It seems to be stupid easy. Just edit the maplist file to include something like this: Code: workshop/SOME_MAP.ugcID or more specifically: Code: workshop/pl_corrode.ugc546577989 Once the server runs that map, it will DL it automagically and the players will DL it right from the workshop as well if they haven't already. You don't necessarily even need to include the map name, it can just be: Code: workshop/ugc546577989 But the mapname is there for clarity, obviously. It doesn't necessarily need to be in the mapfile either. You can just put "map workshop/pl_corrode.ugc546577989" into the console and the server will DL and run it automatically from that too. Super easy!