Bunneh wrote:May I suggest if it is possible to have a second option, a second map that just links to a dupe bloodgulch.map renamed custom.map?
Just so you could use that instead of the default bloodgulch, and if people did use that instead, you could tell the difference between a stock and custom map.
I suggest something similar: I'm guessing that in the executable you have string values used as paths to the map files, just like we have string values that are paths to each tag within each map file. Given the stability of the game engine, the game might still work if you change those to nonexistent paths, or change them to ...

... string values for modded map files.
EDIT: I found the strings inside the executable, but what I suggested was unnecessarily complicated. It would be much easier just to make some modded map files and place them inside the Maps folder, just like we do now. Also, the maps are listed by name twice, with two bytes of 00's between them.
EDIT2: Forget what I said, it's easier to modify the Hex:
Navigate inside the UB package contents until you find the Halo executable. Open the Halo executable in Hex Edit and find the ASCII value "bloodgulch". Then, in overwrite mode, write 00's over the names of the other maps, until it looks like this:
Modified UB executable:
http://www.halodemomods.com/wiki/File:H ... h_Only.zip
Result:
CREATE GAME and JOIN GAME only let you play Bloodgulch. In the first image, you can see it says "OK" but when the button is pressed while Beavercreek is selected, it gives an error sound and does nothing.

Either you are groping for answers, or you are asking God and listening to Jesus.