A better way to handle custom map downloads
Nobody likes to wait for a map to download. But downloading at say 10 kB/s is not going to strain anyone's connection. Instead of waiting for map change to download a map the server(or download server if not the same as the game server) could trickle the next map out to clients, if they do not already have it, so that it is ready(or at least closer to it)on map change.
Servers that host a lot of custom map would benefit from this. After half an hour of playing on one map you have already acquired ~17 MB. That's almost 10 times the size of the tram .level file using good data compression; leaving some room to include custom models, textures and sounds.
Should get the game out of the door before considering implementing this because some implementation details are messy(you also want something like source's http fastdl server; preferably with resuming and interoperability so that the fastdl server can take over on map change if you have not completed the download of all files). But it seems like it would be a fairly valuable feature.