Will there be any problems setting this up with a NFO server/and the free NFO hosted websites? Also this really sounds like a sweet new feature will NFO offer any help sections and/or any kind of support on setting this up? It would be so cool to have these fast map downloads.no more lag from downloaders

--------------------------------------
Half-Life Fast HTTP Asset Downloading Instructions
V1.02 January 22, 2004
SUMMARY
--------------------------------------
Half-Life now supports the download of custom content (maps,
skins, sounds, and so on) from a HTTP server (ie: webserver)
when connecting, instead of downloading directly from the
game server itself.
HTTP downloading has three major benefits:
1) There is no impact on the game server when downloading
custom content, as a completely separate HTTP content server
does the transfer
2) Players will download custom content at their maximum
transfer rate, resulting in *much* faster downloads
3) Players who are downloading custom content do not take up a
player slot on the server while they wait
WHAT PLAYERS CONNECTING TO A SERVER WITH CUSTOM CONTENT WILL SEE
----------------------------------------------------------------
When a player connects to a server utilizing custom content, one
of two things will occur:
1) If the server is not configured for HTTP download, the game
server will use the normal "trickle" download mechanism
2) If the server is configured for HTTP downloading, the player
will see an enhanced download dialog, and much faster downloads.
While this content is downloading, they are not connected to the
game server. Once the download finishes, they are automatically
reconnected to the game server, and ready to play.
CONFIGURING YOUR SERVER TO USE FAST HTTP ASSET DOWNLOADING
----------------------------------------------------------
1) Make a list of all the custom files (bsp, wav, mdl, etc)
used on your server
2) Put these files on a HTTP server (ie: webserver), keeping
the folder layout intact
3) OPTIONAL: To display a "banner image" to players that
download content, place a 340x56 pixel image in the
file <custom content directory>/gfx/banner.gif
4) Set the sv_downloadurl cvar to
"http://yourserver/custom_content_directory/"
Example:
Your server uses the non-standard map "de_generic", which
requires the following files:
C:\Program Files\Steam\SteamCache\your@email.address\
Counter-Strike\cstrike\maps\de_generic.map
C:\Program Files\Steam\SteamCache\your@email.address\
Counter-Strike\cstrike\de_generic.wad
C:\Program Files\Steam\SteamCache\your@email.address\
Counter-Strike\cstrike\sound\ambience\de_generic_a.wav
C:\Program Files\Steam\SteamCache\your@email.address\
Counter-Strike\cstrike\sound\ambience\de_generic_b.wav
C:\Program Files\Steam\SteamCache\your@email.address\
Counter-Strike\cstrike\sound\ambience\de_generic_c.wav
You have web space (perhaps through your ISP) with the URL
"http://www.turtlerockstudios.com/~matt" that you will use to
host your custom content.
To do this, you copy the files needed for "de_generic" to your
webspace, placing them in a folder called "my_cstrike" in your webspace
top-level directory, keeping their directory layout intact.
You now have the following files in your webspace:
http://www.turtlerockstudios.com/~matt/ ... eneric.map
http://www.turtlerockstudios.com/~matt/ ... eneric.wad
http://www.turtlerockstudios.com/~matt/ ... ce/de_gene
ric_a.wav
http://www.turtlerockstudios.com/~matt/ ... ce/de_gene
ric_b.wav
http://www.turtlerockstudios.com/~matt/ ... ce/de_gene
ric_c.wav
You now set the "sv_downloadurl" cvar on your game server to
"http://www.turtlerockstudios.com/~matt/my_cstrike/". Now,
players who connect to your server will automatically download the map
"de_generic" and its required files from your webspace when they connect
(unless they already have it, of course).
TECHNICAL DETAILS
-----------------
* The maximum length of the sv_downloadurl is 127 characters
* A username and password can be specified for the HTTP server
by embedding them in the sv_downloadurl like so:
http://username:password@www.somewhere.com/
( Note - recent IE patches make disable this functionality )
* If a connecting player has an existing file of the same name,
it will not be overwritten. The download file will be skipped.
* Certain game-crtical and/or dangerous files cannot be
downloaded (ie: *.exe, *.vbs, etc)
Some related threads on the HTTP Download Cvar....
http://www.steampowered.com/forums/show ... http+asset
http://www.steampowered.com/forums/show ... http+asset
http://www.steampowered.com/forums/show ... http+asset
_________________
_________________